Search found 13476 matches
- Thu Aug 19, 2004 6:27 pm
- Forum: Programming
- Topic: How to deal with stars near, but not on, starlanes?
- Replies: 122
- Views: 35786
- Thu Aug 19, 2004 4:34 pm
- Forum: Other Game Design
- Topic: What to do during turn processing?
- Replies: 44
- Views: 8751
- Thu Aug 19, 2004 4:06 pm
- Forum: Programming
- Topic: How to deal with stars near, but not on, starlanes?
- Replies: 122
- Views: 35786
Judging by your screenshot that method produces a very interesting looking map, but it's not exactly a growing tree (in the maze generation sense of the word). I'm not quite sure what you mean by that, but if you mean the fact that there are loops, that's because the tree growing is just the first ...
- Thu Aug 19, 2004 3:47 pm
- Forum: Other Game Design
- Topic: What to do during turn processing?
- Replies: 44
- Views: 8751
- Thu Aug 19, 2004 3:28 pm
- Forum: Other Game Design
- Topic: Picking Battles to Control Manually in Multiplayer
- Replies: 24
- Views: 7461
For even number sized windows, you can either use a saved turn from the past OR borrow one from the future, but not both on the same turn. That sounds roughly like what I proposed in the original post, except I only let you save from the past, not borrow, and I reduced the cost per person if more t...
- Thu Aug 19, 2004 8:28 am
- Forum: Other Game Design
- Topic: Movevent / Space Combat / Production Timing
- Replies: 97
- Views: 8483
Should they pass each other? I would same no. Both fleets have to stop at that system and fight. If both fleets were given orders to pass through the system, imo they should both pass through the system. They wouldn't arrive at exactly the same time... meaning they'd likely not even meet eachother ...
- Thu Aug 19, 2004 8:22 am
- Forum: Other Game Design
- Topic: What to do during turn processing?
- Replies: 44
- Views: 8751
As an sidenote: Changing any settings would conteract the current engine design. Right now, when you hit turn, all your Orders are transfered and executeed at the server galaxy view. after that the state of the galaxy on the server is the same as on the client (except visibility and orders of other...
- Thu Aug 19, 2004 8:03 am
- Forum: Other Game Design
- Topic: Picking Battles to Control Manually in Multiplayer
- Replies: 24
- Views: 7461
If you place your check on battle Y as well, enemy X could change his mind, place his mark elsewhere. Why would you ever put a check on battle Y as well? It's already going to be fought... You'd be much better to pick another battle to control, getting an advantage there as well. I don't think real...
- Thu Aug 19, 2004 7:47 am
- Forum: Programming
- Topic: How to deal with stars near, but not on, starlanes?
- Replies: 122
- Views: 35786
whoa, you've been busy. Not especially... the difference between this and the previous version with culling instead of tree growing isn't that much... Levitt situation is odd. I don't remember why, but at some point in time I had disregarded this sort of thing as a likely consequence of growing tre...
- Thu Aug 19, 2004 6:41 am
- Forum: Other Game Design
- Topic: Picking Battles to Control Manually in Multiplayer
- Replies: 24
- Views: 7461
- Thu Aug 19, 2004 6:28 am
- Forum: Programming
- Topic: How to deal with stars near, but not on, starlanes?
- Replies: 122
- Views: 35786
m'kay, here's the rewritten code that makes a tree first by growing rather than culling, then checks all the potential starlanes from deluaney to be sure that adjacent systems aren't too far apart (as before) http://home.cogeco.ca/~toppingwebspace4/Generate%20Starlanes%20with%20Debug%20Output.txt Th...
- Thu Aug 19, 2004 4:05 am
- Forum: Other Game Design
- Topic: General Issues / "Feel" of Space Battles
- Replies: 97
- Views: 22164
Here's a more... up close / cartoony mockup example for the relative scales of things. http://home.cogeco.ca/~toppingwebspace4/FOBattleMockup.png You'd scroll around like in warcraftIII, and hopefully be able to rorate the view freely (unlike warcraftIII).. I'd imagine this would be the closest zoom...
- Thu Aug 19, 2004 3:08 am
- Forum: Other Game Design
- Topic: Picking Battles to Control Manually in Multiplayer
- Replies: 24
- Views: 7461
- Wed Aug 18, 2004 11:24 pm
- Forum: Other Game Design
- Topic: What to do during turn processing?
- Replies: 44
- Views: 8751
hey, no reason to offend me. I apologize if I did. The comment was meant to be facetious what i was going to say is, that i don't see a benefit in being able to see all game screens but not beeing able to actually do something. -even if you can't do anything, you can look at all your settings / cho...
- Wed Aug 18, 2004 11:19 pm
- Forum: Other Game Design
- Topic: Picking Battles to Control Manually in Multiplayer
- Replies: 24
- Views: 7461
Picking Battles to Control Manually in Multiplayer
Based on this thread, http://www.freeorion.org/forum/viewtopic.php?t=841 , it seems that most people would like space combat to be not abstracted as much as possible. In multiplayer however, this is problematic, as even if there is a time limit on combats per turn (with combats rolling over to the n...