Search found 13476 matches

by Geoff the Medio
Thu Aug 19, 2004 6:27 pm
Forum: Programming
Topic: How to deal with stars near, but not on, starlanes?
Replies: 122
Views: 35786

If their is currently no "stensle" to define the Galaxyies shape then how are we able to generate the Galaxies shape in the current build of FreeOrion? It's done algorithmically. For spirals, if the star's radial distance from the centre of the galaxy is less than some amount, say 0.25 ga...
by Geoff the Medio
Thu Aug 19, 2004 4:34 pm
Forum: Other Game Design
Topic: What to do during turn processing?
Replies: 44
Views: 8751

Perhaps the suggestions to make the turn screen work like an alternate map screen should be taken as an indication that a separate turn screen isn't such a good idea after all...
by Geoff the Medio
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 ...
by Geoff the Medio
Thu Aug 19, 2004 3:47 pm
Forum: Other Game Design
Topic: What to do during turn processing?
Replies: 44
Views: 8751

-Small starmap showing the general sizes/areas of empires would be interesting. Each star would be (quite big) dot that is colored by owning empire. Something to mark locations of your fleet) -total production values of your empire -relationship/all the diplomatic stuff& amount of spies, not in...
by Geoff the Medio
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...
by Geoff the Medio
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 ...
by Geoff the Medio
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...
by Geoff the Medio
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...
by Geoff the Medio
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...
by Geoff the Medio
Thu Aug 19, 2004 6:41 am
Forum: Other Game Design
Topic: Picking Battles to Control Manually in Multiplayer
Replies: 24
Views: 7461

drek wrote:
If you both pick to control the same battle, you've effectively wasted your pick that turn...
In my mind, less tactical battles per turn is a good thing.
I'm inclined to agree. But the way we limit how many battles occur shouldn't involve forcing players to second guess their choices.
by Geoff the Medio
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...
by Geoff the Medio
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...
by Geoff the Medio
Thu Aug 19, 2004 3:08 am
Forum: Other Game Design
Topic: Picking Battles to Control Manually in Multiplayer
Replies: 24
Views: 7461

I'm reluctant to have such a simple system (straight one pick per player) because it creates the need to "outguess" the other players. If you both pick to control the same battle, you've effectively wasted your pick that turn... so you'd have been better off picking a less important battle...
by Geoff the Medio
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...
by Geoff the Medio
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...