Search found 13476 matches

by Geoff the Medio
Fri Dec 31, 2004 11:50 pm
Forum: Programming
Topic: animated stars - different methods, suggestions?
Replies: 32
Views: 7319

I'd like to repeat my suggestion that, when zooming the main map, the stars and starlanes and fleet icons and such not scale with the zoom. This would make zooming much more useful for picking between closely placed fleets or systems, and would elininate and problems with scaling issues on animated ...
by Geoff the Medio
Fri Dec 31, 2004 11:35 pm
Forum: Graphics
Topic: Needed suggestion for tech-screen UI
Replies: 151
Views: 42389

...it's legal (though somewhat unlikely) for an application to have 2 applications and 3 theories as prereqs. To make this work in a fully generalized way, all dependency lines will run left-to-right, meaning that all dependent techs will be to the right of their prereq(s), not underneath them, as ...
by Geoff the Medio
Fri Dec 24, 2004 8:16 pm
Forum: Scripting & Balancing
Topic: DESIGN: Growth Category
Replies: 26
Views: 18542

As was done with the other categories, here's my initial list of main trunk theories for Growth. The biggest potential issue now, I think, is the sparsity of farming techs. I wasn't sure what else could be done with farming beside doing it as industrial farming, doing it in space, and eliminating th...
by Geoff the Medio
Fri Dec 24, 2004 4:02 pm
Forum: Scripting & Balancing
Topic: DESIGN: Learning Category
Replies: 99
Views: 28628

New version... Now in "big enough to read easily" format!
Image
by Geoff the Medio
Fri Dec 24, 2004 2:06 pm
Forum: Scripting & Balancing
Topic: DESIGN: Production Category
Replies: 14
Views: 7710

New version... http://home.cogeco.ca/~toppingwebspace4/FO/FO%20Production%20Theory%20Trunk2.PNG Something about Organic Building growth might be added later, or could be applications under Transforming Structures. The latter might need a slight renaming actually... it's a combination of mechanical a...
by Geoff the Medio
Fri Dec 24, 2004 2:01 pm
Forum: Scripting & Balancing
Topic: DESIGN: Construction Category
Replies: 42
Views: 18941

New version...
Image
by Geoff the Medio
Fri Dec 24, 2004 11:15 am
Forum: Graphics
Topic: Needed suggestion for tech-screen UI
Replies: 151
Views: 42389

pd wrote:i'll come back to all this in the new year, since i'm not at home until january.
That'll be a bit late...
Tyreth wrote:There's some good stuff in this thread, and I think it has gone on for long enough. You all have [until the 30th December] to wrap it up, then send the latest iteration of the UI to Miu.
by Geoff the Medio
Fri Dec 24, 2004 8:23 am
Forum: Audio
Topic: Sound Events
Replies: 46
Views: 42588

I unzipped everything into \FreeOrion\default\data\sound , leaving the planet files in \planet , and am getting UI sounds, but not correctly. I get one sound, then most other UI sounds will just be that sound repeated... For a while I was hearing fleet_button_click.wav for almost everything (button ...
by Geoff the Medio
Thu Dec 23, 2004 2:11 pm
Forum: Graphics
Topic: Needed suggestion for tech-screen UI
Replies: 151
Views: 42389

even [early game stuff] take a lot of space. imagine techs which need 35RPs/20 turns or something. you could display this in breadmans system by using a second symbol, which counts 10 boxes for example. but this way it won't be easy any longer to see quick what's going on. I mentioned those points ...
by Geoff the Medio
Thu Dec 23, 2004 11:21 am
Forum: Graphics
Topic: Needed suggestion for tech-screen UI
Replies: 151
Views: 42389

Or maybe come up with a system of symbols/colors for chunks that are worth more, like have a chunk that denotes 5 RP, one for 25 RP, 100 RP, etc. like coin values? I considered that, but if you're going to have a system of symbols that represent amounts, why not just use "25" or "100...
by Geoff the Medio
Thu Dec 23, 2004 9:52 am
Forum: Graphics
Topic: Needed suggestion for tech-screen UI
Replies: 151
Views: 42389

It's ugly If you say so... I imagine a more attractive style of box / icon could be found, though. takes up too much space Again, does this matter? What else are we using this space for? Do we really need to show 20 enqueued techs, rather than more easily interpreted information about the techs tha...
by Geoff the Medio
Thu Dec 23, 2004 6:43 am
Forum: Graphics
Topic: Needed suggestion for tech-screen UI
Replies: 151
Views: 42389

i thought of replacing the hard corners(right angels) with smoothed, curved 'corners'... will help to get away from the boxy look a bit, while still keeping the same structure. That sounds reasonable... would like to see a mockup though... can i assume that the tree will look similar to your last m...
by Geoff the Medio
Wed Dec 22, 2004 4:17 pm
Forum: Graphics
Topic: Needed suggestion for tech-screen UI
Replies: 151
Views: 42389

i know, it's just a minor thing, but if you use a similar connector like i did in my prior mockups, instead of arrows along the lines the ambiguity is also gone - with minor effort. As I said in that post, that image very crude... So crude that making up little AND connection arrow icons was more e...
by Geoff the Medio
Wed Dec 22, 2004 1:08 pm
Forum: Other Game Design
Topic: Large Empires-How they break apart
Replies: 94
Views: 20736

"Fee % = Galaxy Ownership %" would be reasonably "smooth", in that there wouldn't be any unpredicable huge spikes or dips or overly rapid changes. It is somewhat believable to have (part of) bureaucracy costs scale roughly linearly with empire size, but I have trouble accepting t...
by Geoff the Medio
Wed Dec 22, 2004 7:45 am
Forum: Other Game Design
Topic: Large Empires-How they break apart
Replies: 94
Views: 20736

A simple solution to this would be to have empires pay a a percentage of their income (in resources or money) equal to the percentage of the Galaxy they control as an expense for Empire Beauracracy. [...] This mechanism has the advantages of being transparent, easy to understand, and providing a si...