Search found 89 matches

by M4lV
Fri May 16, 2008 8:57 pm
Forum: Graphics
Topic: Planetary Appearance
Replies: 16
Views: 5352

Re: Planetary Appearance

I do understand the part about making a game completely. But what the heck with the rest? Is it not wanted to try to explain game features that one wants by giving a short background to it where my idea was coming from in the first place? After all it only adds up to the discussion. I think it's wor...
by M4lV
Fri May 16, 2008 8:27 pm
Forum: Other Game Design
Topic: Terrain worlds
Replies: 48
Views: 4694

Re: Terrain worlds

Well, that's good to know, but I was discussing how to distinguish the two EPs in the game, not analyzing how "real" Ocean planets would work. For purposes of penalizing humans, it may be sufficient to say Ocean planet has 0% or near 0% landmass. Since when should that distinction not dependent at ...
by M4lV
Fri May 16, 2008 6:47 pm
Forum: Graphics
Topic: Planetary Appearance
Replies: 16
Views: 5352

Re: Planetary Appearance

you snipped the best parts out. I made a conclusion that combines both realism and simulation improvement.

not quite nice to not read people's posts completely. That's unwelcomed with me.
by M4lV
Fri May 16, 2008 6:07 pm
Forum: Graphics
Topic: 0.4 Ship Parts
Replies: 102
Views: 29688

Re: 0.4 Ship Parts

The basic shape right now is that of a triangle if you look closely at it and that's what's keeping it from looking like a laser in my opinion. If you would reshape the whole small circle area where the green dots are and erase it by 80 percent, the laser should look more like a handrifle gun than a...
by M4lV
Fri May 16, 2008 5:32 pm
Forum: Other Game Design
Topic: Terrain worlds
Replies: 48
Views: 4694

Re: Terrain worlds

Say the atmosphere of the Ocean world is not oxygen-based or non-existent. As long as all ocean water consists of H²0 and not some other liquid, photosynthesis ( http://en.wikipedia.org/wiki/Photosynthesis ) will always make the atmosphere have (enough) oxygen, probably way too much oxygen on a pur...
by M4lV
Fri May 16, 2008 5:06 pm
Forum: Graphics
Topic: 0.4 Ship Parts
Replies: 102
Views: 29688

Re: 0.4 Ship Parts

it looks a bit like a fancy version of good old war galleon cannons or a half-truck meant literally.. :)

where's the laser coming out in that picture? Those greens dots? I think they should be much more in center with everything else aligned right along it.
by M4lV
Fri May 16, 2008 4:34 pm
Forum: Graphics
Topic: Planetary Appearance
Replies: 16
Views: 5352

Re: Planetary Appearance

not always, it's also dependant on the perceiving race's eyes and how they "interprete" the mix of wavelengths reaching them: http://www.madsci.org/posts/archives/1997-05/859923240.As.r.html That way stars are never green for us humans but certainly for other races that don't redefine it as yellow-w...
by M4lV
Fri May 16, 2008 3:07 pm
Forum: Graphics
Topic: Planetary Appearance
Replies: 16
Views: 5352

Re: Planetary Appearance

Where exactly will you get a strong yellow light? I'm pretty sure sunlight is always white regardless of the colour of the star. not if elements are predominant in the outer area surrounding that star (like a gas nebula for example) which filters out certain wavelengths by using it for jumping betw...
by M4lV
Fri May 16, 2008 3:01 pm
Forum: Graphics
Topic: Fleet Display on the galaxy map
Replies: 112
Views: 19049

Re: galaxy map information modes/overlays

In order to keep track with growing ship numbers in fleets in later tech eras, one should let the program sum up all ships on map and take this number to define small, medium and large fleets (up to 1/20 for small, from 1/20 to 1/10 for medium fleets, more than 1/10 for large ones for example). Or o...
by M4lV
Fri May 16, 2008 1:40 pm
Forum: Other Game Design
Topic: Terrain worlds
Replies: 48
Views: 4694

Re: Terrain worlds

and what's with the vast siberian tundra? I'd say terran includes a bit from all types except the radiated, barren, toxic and inferno planets. I'd include barren even in it because from my understanding a terran world needs a relatively large barren moon to be kept in a tight grip so life can develo...
by M4lV
Thu May 15, 2008 7:29 pm
Forum: Graphics
Topic: galaxy map information modes/overlays
Replies: 178
Views: 25107

Re: galaxy map information modes/overlays

I would use different radii for different total output. The bigger the system production the bigger the radii.
by M4lV
Thu May 15, 2008 2:58 pm
Forum: Graphics
Topic: galaxy map information modes/overlays
Replies: 178
Views: 25107

Re: galaxy map information modes/overlays

The intensity idea for quick-showing research systems or other systems is quite good. In fact, Star Wars Rebellion had just such a system where you could switch the map display settings and show all kinds of stuff (troop stationed, orbital defenses, personnel like mon mothma or han solo etc pp.). Ve...
by M4lV
Wed May 14, 2008 5:35 pm
Forum: Other Game Design
Topic: Terrain worlds
Replies: 48
Views: 4694

Re: Terrain worlds

This: http://en.wikipedia.org/wiki/Extrasolar ... sification might help. The star trek definitions btw. just do such a distinction like you mentioned kythras.
by M4lV
Wed May 14, 2008 5:34 pm
Forum: Graphics
Topic: galaxy map information modes/overlays
Replies: 178
Views: 25107

Re: galaxy map information modes/overlays

This: http://en.wikipedia.org/wiki/Extrasolar_planet might give a hint on whether it's possible to detect planets on telescopes. Still, it could also be useless "Planemos" that they are detecting. Tricky thing. I think arguments for both implementations could be found easily.
by M4lV
Wed May 14, 2008 5:12 pm
Forum: Other Game Design
Topic: Terrain worlds
Replies: 48
Views: 4694

Re: Terrain worlds

But I think it makes sense.

On a side note, what definition are you using for Terran? Or to put it another way, what is the "real-life" definition of terran?