Search found 89 matches

by M4lV
Sat Jun 07, 2008 1:59 pm
Forum: Other Game Design
Topic: Different handling of Theories, Applications, and Refinement
Replies: 23
Views: 2460

Re: Different handling of Theories, Applications, and Refinement

It still makes sense btw. to build older weapons in my proposal because on some systems with less production capacities, those ships do not take that long to build and need less resources but of course do less damage. But better something than nothing. The thing with extra-damage and sub-system/troo...
by M4lV
Sat Jun 07, 2008 12:42 pm
Forum: Other Game Design
Topic: Different handling of Theories, Applications, and Refinement
Replies: 23
Views: 2460

Re: Different handling of Theories, Applications, and Refinement

That's the system a lot of newer 4X games have. Actually it scares me off a lot. I don't want ship hulls that are good only against this or that weapon and suck against the other. I want damage to be a single value not a stack array with as many rows as there are weapon types and such my shields and...
by M4lV
Sat Jun 07, 2008 7:44 am
Forum: General Discussion
Topic: Ogre Tech Demo
Replies: 64
Views: 10752

Re: Ogre Tech Demo

An easier way to make flight paths coherent is to assign same speed and movement vectors to all ships aligned in one formation or grouped together somehow. That way they can't hit each other so it's only about preventing another group of ships to hit that group. Flying in strict formation will solve...
by M4lV
Fri Jun 06, 2008 5:34 pm
Forum: General Discussion
Topic: Ogre Tech Demo
Replies: 64
Views: 10752

Re: Ogre Tech Demo

the only problem in 2D plane with my method is that if enough ships (>100) are in tight formation, a strange cascade of evasion maneuvres are likely to occur ripping apart the whole formation. That's why real 3D (maybe with bounded interval for z?) is better there. pd's case with multiple ships at o...
by M4lV
Fri Jun 06, 2008 4:26 pm
Forum: General Discussion
Topic: Ogre Tech Demo
Replies: 64
Views: 10752

Re: Ogre Tech Demo

you're right. we're moving in full 3D (the original had a "two and a half"-d plane (bounded z value) just like yours). you could let them move in x and y direction around the enemies vessel (just set z=0 in the evasion vector you give the ship). It does not need to fly "over" the enemy ship, it can ...
by M4lV
Fri Jun 06, 2008 3:00 pm
Forum: General Discussion
Topic: Ogre Tech Demo
Replies: 64
Views: 10752

Re: Ogre Tech Demo

- Assumption: Ships can pass through each other. That's right! I said it! Ships are not solid wen it comes to other ships. This is done because its much easier to implement than doing collision detection and pathfinding to move around potential collisions. All the ships will be in the plane of the ...
by M4lV
Thu Jun 05, 2008 6:02 pm
Forum: Off-Topic
Topic: Developers + Intelligent Design?
Replies: 8
Views: 2786

Re: Developers + Intelligent Design?

omg, drink a cup of tea and relax man ;). You know the number 88 is used by stupid morons as an abbreviation for the hitler greeting. Now you see this number everywhere, even in this game. Isn't that disturbing too? :lol: Irreducibility is a mathematical term used in (linear) algebra a lot. I strong...
by M4lV
Sun Jun 01, 2008 5:11 am
Forum: Other Game Design
Topic: Different handling of Theories, Applications, and Refinement
Replies: 23
Views: 2460

Re: Different handling of Theories, Applications, and Refinement

That's sure a good idea, but I would like to prefer those things to be able to do once all major theory techs have been developed. It does not make much sense to put RP into an open-end refinement or application project when the next theory level gives you totally new applications ten times more wor...
by M4lV
Fri May 30, 2008 7:54 pm
Forum: General Discussion
Topic: Ogre Tech Demo
Replies: 64
Views: 10752

Re: Ogre Tech Demo

One possible need for getting that closely by would be when landing on a planet is an option to avoid further combat for that respective ship. That means if I can manage to get my ship that closely towards the planet it will disappear and is safe for the moment. Or for colony ships it could mean tha...
by M4lV
Fri May 30, 2008 7:43 pm
Forum: Top Priority Game Design
Topic: FreeOrion Roadmap
Replies: 51
Views: 48900

Re: FreeOrion Roadmap

I agree there. Tackling the AI was something we at our bote project did virtually last, although espionage and its AI handling was in fact the last thing, directly added afterwards. It proved to be very efficient, since all in-game variables, handlers and functions were already properly defined and ...
by M4lV
Fri May 30, 2008 3:04 pm
Forum: Strategy Games
Topic: Star Wolves 2 Demo
Replies: 9
Views: 4093

Re: Star Wolves 2 Demo

Birth of the Federation has it that way. I think it was pretty cool. At least it's proof it's working and fun at the same time...
by M4lV
Thu May 29, 2008 2:09 pm
Forum: Other Game Design
Topic: A Quick idea Re research;
Replies: 28
Views: 2710

Re: A Quick idea Re research;

yeah, that is the random rolls which exactly we are using ;). As for the unlocking of application research before completion of necessary theory tech, I'd say I would give that approach a go but I would put a downside to it. If done so, chances are given that you get a malicious breakthrough in the ...
by M4lV
Mon May 26, 2008 2:58 am
Forum: Off-Topic
Topic: Little misunderstandings and the benefit of real-life exampl
Replies: 19
Views: 5452

Re: Little misunderstandings and the benefit of real-life exampl

I understand that I might should have used my graphical improvement argument first-hand before I used the realism backdrop but I didn't have time for that when I wrote it (and honestly I forgot about it but in either way, I would have added it any time when asked politely for reasons to add this fea...
by M4lV
Sat May 24, 2008 6:38 pm
Forum: Other Game Design
Topic: A Quick idea Re research;
Replies: 28
Views: 2710

Re: A Quick idea Re research;

as you might not have read, have a look at the thread here for what I meant with mine/ours: http://www.freeorion.org/forum/viewtopic.php?f=4&t=1794 I'm part of a team that creates a spiritual non-star-trek successor to botf and is pretty much through with everything except parts of the artwork and U...
by M4lV
Sat May 24, 2008 5:36 pm
Forum: Other Game Design
Topic: A Quick idea Re research;
Replies: 28
Views: 2710

Re: A Quick idea Re research;

A linear system does not have the problem to decide a point where to rush in cause there is no "for-free" development. I think you misunderstand me there. I'm all for "no-research-done-by-pop-for-free", not for "linear-research-.." while you are for "log-research-..". In a system where RP are only g...