Search found 1060 matches
- Tue Aug 29, 2006 8:32 am
- Forum: Other Game Design
- Topic: Game Distance Units
- Replies: 81
- Views: 14844
Stellar Fathoms gets a thumbs up from me. It could be explained as the distance light travels in the time it takes Orions primary moon to orbit the planet, this is equivilent to 19.2 earth days making a StellarFathom aproimatly .052% of a Light year and 80 Fathoms ~4.3 lightyears. The Orions werent ...
- Sat Apr 22, 2006 8:11 am
- Forum: Other Game Design
- Topic: Multiple game modes (pseudo-KISS)
- Replies: 2
- Views: 1672
No I think he means certain portions of the game are just turned OFF entirely. He mentioned Happyness and thats a good example, if you turn off Happiness some AI dosn't come in and manage it for you, it ceases to exist as a game concept (in that game) and the player never has to worry about it. P.S....
- Wed Apr 19, 2006 2:16 am
- Forum: Other Game Design
- Topic: Fuel
- Replies: 103
- Views: 21717
- Wed Apr 19, 2006 2:08 am
- Forum: Other Game Design
- Topic: alien races
- Replies: 3
- Views: 1537
- Mon Apr 10, 2006 9:29 am
- Forum: Other Game Design
- Topic: Fleet Maintenance
- Replies: 22
- Views: 4843
Come now your realize steam engines ARE still in existence and CAN be made relitivly cheaply as they consist of some sealed metal containers and boilers and pistons. The main reason their not used is that modern tecnology such as an internal combustion engine has much more power and uses a cleaner f...
- Mon Apr 10, 2006 7:32 am
- Forum: Other Game Design
- Topic: Grouping & Formations
- Replies: 15
- Views: 5395
I do want to be able to build ships in groupings that they will automaticaly form up into once constructed (if this is considered a fleet or a TF dosn't realy matter). This will make ship building much simpler. Once battle comences we can have some kind of temporary groupings that are used just for ...
- Mon Apr 10, 2006 7:01 am
- Forum: Other Game Design
- Topic: AI behaviors
- Replies: 33
- Views: 6442
I have been thinking a bit about diplomacy and relations and have concluded that the traditonal Love-Hate scale of diplomacy is fundamentaly flawed. It cant take into account the many nuances of true diplomacy and is terrible at recognizing differences is size/power between empires. I propose a MULI...
- Mon Apr 10, 2006 6:04 am
- Forum: Other Game Design
- Topic: Fleet Maintenance
- Replies: 22
- Views: 4843
As tecnology incresses old ships typicaly become cheaper to build then when they were 'new'. If maintance is simply proportional to current cost to build then these old ships will become cheaper to maintain as their cost to build drops (Moo1 works like this). Eventualy all ships will become so behin...
- Sun Apr 09, 2006 3:44 am
- Forum: Other Game Design
- Topic: Fleet Maintenance
- Replies: 22
- Views: 4843
- Fri Apr 07, 2006 8:04 pm
- Forum: Other Game Design
- Topic: Shields and Weapons
- Replies: 25
- Views: 4638
I had an interesting idea on shields, in Moo1 you could research and then equip your ships will progressivly stronger shields refered to with a Class number (I , II, III ect..). The effect of all shields was the same they simply nulified (subtracted) damage points equal to their class. Now if we wan...
- Fri Apr 07, 2006 7:10 am
- Forum: Other Game Design
- Topic: suggestion for tactical combat mechanics
- Replies: 7
- Views: 1825
The shield method solidcordon descrips could be another one of the many varieties of shield proposed so far. Personaly though I would simplify it to a single strength value, any attack less then or equal too that value is completly nulified but a hit greater then it colapses the shield and passes al...
- Thu Apr 06, 2006 7:42 am
- Forum: Other Game Design
- Topic: Complimentary Technology Effects
- Replies: 5
- Views: 1613
Moo1 had something a bit like that with its tecnology levels. Basicaly the higher up in the Tec tree you were in each catagory the higher your level in that catagory was (I belive it was 80% of the level of your highest discovery + 1 for each other discovery so even getting obsolete tecs raises your...
- Fri Mar 17, 2006 4:50 pm
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16877
DaveBabby: you might want to consider using Python and the PyGame library. I was resently looking into that are thought of starting my own little side project with it ware I might test out ideas and probly trade some code with FO when they start doing python integration. You can get stuff developed ...
- Wed Mar 15, 2006 5:41 am
- Forum: Other Game Design
- Topic: ship technology
- Replies: 92
- Views: 16877
- Tue Mar 14, 2006 10:14 pm
- Forum: Other Game Design
- Topic: Habitable moons
- Replies: 16
- Views: 3566