Search found 935 matches

by drek
Tue Dec 14, 2004 3:04 pm
Forum: Scripting & Balancing
Topic: Please read the design/effects document!
Replies: 70
Views: 28163

Thanks for the enums documentation Geoff. I'm finding this whole effects system to be pretty impressive; it's a lot more flexible than I thought it would be. a few quick question, this seems like a good thread to ask in: 1: Although there are no "Events" there are "Specials". Can...
by drek
Tue Dec 14, 2004 2:30 am
Forum: Scripting & Balancing
Topic: Please read the design/effects document!
Replies: 70
Views: 28163

nice. spelling techs (etc) out in XML here in the forums seems like a good way of doing things.
by drek
Mon Dec 13, 2004 12:33 pm
Forum: Scripting & Balancing
Topic: DESIGN: Learning Category
Replies: 99
Views: 28559

couple more things: All techs, buildings and other effects together shouldn't increase the max science by more then 87, and the current science by more then 98. Else we will face a serious overspill on the science meters, which will be capped at 100 anyway. I think it's ok to go a little bit over (p...
by drek
Mon Dec 13, 2004 12:27 pm
Forum: Scripting & Balancing
Topic: DESIGN: Learning Category
Replies: 99
Views: 28559

close.

it isn't explict in the DD, but the intention is for the 75% (or whatever it was) to be of the *modified* amount (after homeworld bonuses).
by drek
Mon Dec 13, 2004 9:31 am
Forum: Scripting & Balancing
Topic: DESIGN: Learning Category
Replies: 99
Views: 28559

You can read what the meters start at in the D.D. Max Population varies dependant upon planet size and enviroment. An Average sized world with the correct enviorment has a max pop of 20. The homeworld grants +10 to max pop for 30. Science (and the other resource meters) start at 0. Primary focus add...
by drek
Mon Dec 13, 2004 6:41 am
Forum: Scripting & Balancing
Topic: DESIGN: Learning Category
Replies: 99
Views: 28559

hrm. Another alternative that I'm fond of is to have the base theory for energy shields be in the Learning category, whilst not actually making it an "Age" tech. Thus you'd have a theory in Learning called "Energy Fields", which would unlock the "Energy Shields" theory ...
by drek
Mon Dec 13, 2004 4:13 am
Forum: Scripting & Balancing
Topic: DESIGN: Learning Category
Replies: 99
Views: 28559

Actually,

I'm thinking with the exception of the "Age" techs in Learning, no tech should have a prerequiste outside it's category.

But I suppose that's TBD.
by drek
Sun Dec 12, 2004 6:16 pm
Forum: Scripting & Balancing
Topic: DESIGN: Learning Category
Replies: 99
Views: 28559

just to get the ball rolling: btw, below assume when I say "+1 Research" I mean "+1 Max Research". There's no need to improve Current Research via tech or building (unless it's an event). Age of Exodus Learning Techs (Age of Exodus is what I call the “First Age”, when the game fi...
by drek
Sun Dec 12, 2004 4:57 am
Forum: Scripting & Balancing
Topic: DESIGN: Construction Category
Replies: 42
Views: 18893

btw,

another way of thinking of construction might be as the roads, power plants, dams, and other types of projects that generally improve a world.

But the fluff isn't as important as just coming up with the effects of the techs.
by drek
Thu Dec 09, 2004 3:59 am
Forum: Scripting & Balancing
Topic: DESIGN: Learning Category
Replies: 99
Views: 28559

Something else to consider, re: learning category.

In addition to research, the orginal intention was for it to be a catch-all category of the big techs needed to advance from one "age" to another. Also, if we have game-ending techs (like SMAC's tech end game) they'd probably belong here.
by drek
Sun Nov 07, 2004 7:15 am
Forum: Scripting & Balancing
Topic: Next steps
Replies: 43
Views: 16225

erm,

the above was me.
by drek
Mon Nov 01, 2004 4:35 am
Forum: Graphics
Topic: 0.3 graphics summary / sidepanel revision
Replies: 307
Views: 75833

Two big events in america right now, the election and 'ween. Things are pretty hectic in my neck of the woods, at least until after Tuesday.
by drek
Fri Oct 22, 2004 9:06 pm
Forum: Audio
Topic: WoW Soundtrack
Replies: 8
Views: 10084

Sounds like b5 music, cept a little crappier.
by drek
Thu Oct 21, 2004 4:57 am
Forum: Other Game Design
Topic: Heros and Sub-Heros
Replies: 34
Views: 6445

thinking outloud: In Kings of Dragon Pass, you have a council of leaders that lines the bottom of your screen, chosen from the noble class your tribe. Each leader has different stats and a faction. Bonuses are applied to your village dependant upon the stats of the leaders chosen for the council. Du...
by drek
Thu Oct 21, 2004 2:55 am
Forum: Other Game Design
Topic: Heros and Sub-Heros
Replies: 34
Views: 6445

So either change our focus from a 4X game to a political sim and add leaders, or nix them as they are just "another" feature. Agreed, more or less. If Leaders end up in the game, they should be strongly integrated into the rest of the game and it's fluff, esp. any poltical system. As prop...