Yes, I think Sword Of The Stars main problem for me was:
- putting buildings on planets (too micro)
- film like combat, ie no combat
- RPS combat
I think they would still make a good game though, way better than EA or Atari would make.
Search found 2132 matches
- Wed Jun 03, 2009 9:50 am
- Forum: General Discussion
- Topic: How expensive would it to buy old sourcecode of classics?
- Replies: 19
- Views: 6888
- Wed Jun 03, 2009 9:44 am
- Forum: Strategy Games
- Topic: X4 = dead?
- Replies: 43
- Views: 40804
Re: X4 = dead?
Definitely not dead... Sword of the Stars has just announced a 3rd, mini-expansion as well as sword of the stars 2. Full details on the message boards located here ! (sword of the stars is what master of orion 3 *should* have been... a true return to the moo 1 roots, with quite a bit of modernizati...
- Wed Jun 03, 2009 9:42 am
- Forum: Other Game Design
- Topic: Special elements
- Replies: 42
- Views: 6987
Re: Special elements
We could eliminate the shield meter, but then there would be no shields on ships. Or we could hide the actual shield level, and just assign shield ratings to ships that would still have an actual shield rating underneath... I don't see this as an improvement. Similarly, I was thinking it might be a...
- Wed Jun 03, 2009 9:21 am
- Forum: Other Game Design
- Topic: Fast Tech
- Replies: 13
- Views: 3350
Re: Fast Tech
I guess miniaturization in FreeOrion would be more like increasing damage by a factor.
eg
Miniaturization reduces weapon size to 50%. This means damage is doubled. The weapon itself does not take any extra space or slots. The design does not change this way.
eg
Miniaturization reduces weapon size to 50%. This means damage is doubled. The weapon itself does not take any extra space or slots. The design does not change this way.
- Thu May 21, 2009 5:57 am
- Forum: Other Game Design
- Topic: Ship Types(An alternative to simple sizes)
- Replies: 11
- Views: 1887
Re: Ship Types(An alternative to simple sizes)
I've seen this crop up a few times. I would say he is proposing ship classes, which basically is a combination of role and size really. I prefer that these things are separate because well you have more power in designing things, eg Scout, make it small or large rather than just a scout that is smal...
- Thu May 21, 2009 5:49 am
- Forum: Strategy Games
- Topic: Creating a 4X Game In Excel???
- Replies: 6
- Views: 4979
Re: Creating a 4X Game In Excel???
Sword of the Stars uses excel spread sheets for the galactic map generator (as an example)... I'm pretty sure there are other 4x games that use excel spread sheets for other functions!! ;) Moo3 also used excel spreadsheets. But I am talking about using only Excel. So no cheating by using flash in a...
- Wed May 20, 2009 1:35 pm
- Forum: Other Game Design
- Topic: Proposal for elimination of Population
- Replies: 31
- Views: 4432
Re: Proposal for elimination of Population
I think your going down the right path. Though how can there be a minimum of Current Development Level" and "Optimum Development Level. I would have thought that Current Development Level would have no min or max but a 'current' value. And Optimum Development Level, well isn't that like th...
- Wed May 20, 2009 1:22 pm
- Forum: Design Archive
- Topic: Quick Issue: Colony Ships Population Source and Consumption
- Replies: 78
- Views: 85131
Re: Quick Issue: Colony Ships Population Source and Consumption
Nobody is suggesting having more than one race per planet. This has been decided against for a long time. | zip | A reasonable solution to this is to eliminate the choice of race when building a colony ship. Instead, the race of a colony ship will be the race of the planet where it is built. This r...
- Wed May 20, 2009 7:17 am
- Forum: Design Archive
- Topic: Quick Issue: Colony Ships Population Source and Consumption
- Replies: 78
- Views: 85131
Re: Quick Issue: Colony Ships Population Source and Consumption
It sounds like work. For the player to keep track of the fact that planet A has two races on, 35% Race A. 65% Race B. Race A has +5 Research, +10 Industry, -10 Farming. Race B has +20 Morale, -15 Construction. It's too complex. It would be better if this were simplified. Already people are talking a...
- Wed May 20, 2009 7:05 am
- Forum: Other Game Design
- Topic: Moving population
- Replies: 49
- Views: 8686
Re: Moving population
Well, you wouldn't have population right so how could it drain your resources. And the food would encourage planet development as you said. This other game I mentioned instead of population had area. And as the planet developed (builds x research buildings, and x industry buildings, etc) the area of...
- Wed May 20, 2009 6:56 am
- Forum: Off-Topic
- Topic: Plasma Cannons
- Replies: 30
- Views: 33441
Re: Plasma Cannons
They should be.
I don't believe Moo2 is perfect or even satisfactory in that respect.
I don't believe Moo2 is perfect or even satisfactory in that respect.
- Wed May 20, 2009 6:55 am
- Forum: Strategy Games
- Topic: Creating a 4X Game In Excel???
- Replies: 6
- Views: 4979
Re: Creating a 4X Game In Excel???
Well it doesn't need to have a graphical format. I'm talking about a desperate person trying to make a 4X Game. They would be desperate to implement a model but not care about the fact that it is actually a spreadsheet. I was just thinking about that idea and loled at the idea and thought I would se...
- Tue May 19, 2009 12:13 pm
- Forum: Strategy Games
- Topic: Creating a 4X Game In Excel???
- Replies: 6
- Views: 4979
Creating a 4X Game In Excel???
You know how people sometimes play a 4X Game and say that it's so bad that it feels like it's a spreadsheet.
Well, has anyone ever thought hmmmm, can a 4X Game be made in Excel?
Can it??
Well, has anyone ever thought hmmmm, can a 4X Game be made in Excel?
Can it??
- Tue May 19, 2009 11:56 am
- Forum: Design Archive
- Topic: Quick Issue: Colony Ships Population Source and Consumption
- Replies: 78
- Views: 85131
Re: Quick Issue: Colony Ships Population Source and Consumption
If you want to have the colony ship take population, make it happen automatically after the colony ship is built. Colony ships orbiting your planet are autofilled with pop when it becomes available (no species selection and no how much pop selection as max pop is taken). Have the building of colony ...
- Tue May 19, 2009 9:46 am
- Forum: Other Game Design
- Topic: Special elements
- Replies: 42
- Views: 6987
Re: Special elements
I do agree.
I do kind of think that FreeOrion has already become more complex then it should have.
It seems like there are so many meters now.
I do kind of think that FreeOrion has already become more complex then it should have.
It seems like there are so many meters now.