Search found 157 matches
- Thu Jul 08, 2004 8:59 pm
- Forum: Other Game Design
- Topic: Buildings - Placement Restrictions for v0.3
- Replies: 20
- Views: 3600
- Thu Jul 08, 2004 7:48 pm
- Forum: Other Game Design
- Topic: Buildings - Placement Restrictions for v0.3
- Replies: 20
- Views: 3600
- Thu Jul 08, 2004 7:35 pm
- Forum: Other Game Design
- Topic: Buildings - Placement Restrictions for v0.3
- Replies: 20
- Views: 3600
- Thu Jul 08, 2004 5:54 pm
- Forum: Other Game Design
- Topic: Farming & Growth Meter Effects (for v0.3 ?)
- Replies: 47
- Views: 6991
- Thu Jul 08, 2004 2:47 pm
- Forum: Design Archive
- Topic: DESIGN: Buildings / Build Queues / Infrastructure
- Replies: 420
- Views: 113313
- Thu Jul 08, 2004 10:53 am
- Forum: Other Game Design
- Topic: Buildings - Placement Restrictions for v0.3
- Replies: 20
- Views: 3600
Re: Buildings - Placement Restrictions for v0.3
-minimum distance X from any other building of same type -minimum number of starlane hops from any other building of same type I would add distance on starlane (not the number of SL hop of distance through offroad, but it would represent the time for a ship to travel). Instead of "building of ...
- Thu Jul 08, 2004 10:29 am
- Forum: Off-Topic
- Topic: IMHO: This project has just lost its MoO feeling
- Replies: 51
- Views: 15033
- Thu Jul 08, 2004 1:24 am
- Forum: Other Game Design
- Topic: Events and Effects System
- Replies: 31
- Views: 7373
What about disposable, temporary effects for diplomacy? Suppose an alliance is made, and as a condition(or not), one empire could temporarily allow the use of a wonder to the other empire (like a wonder that increases bravery empire-wide , but only for the term of the alliance). This could apply to...
- Thu Jul 08, 2004 12:57 am
- Forum: Other Game Design
- Topic: Farming & Growth Meter Effects (for v0.3 ?)
- Replies: 47
- Views: 6991
Re: Farming & Growth Meter Effects (for v0.3 ?)
I suggest: (meter) -> (multiplier) 0 -> 0 no food produced 1 -> 0.33 2 -> 0.66 3 -> 1 break even point for planet 4 -> 1.33 5 -> 1.66 6 -> 2 7 -> 2.5 8 -> 3 9 -> 4 10-> 5 Just curiosity, why didn't you suggest a simpler (meter) = (multiplier)/3, or any other constant than 3. The formula would just ...
- Thu Jul 08, 2004 12:46 am
- Forum: Other Game Design
- Topic: Events and Effects System
- Replies: 31
- Views: 7373
We can't throw in the kitchen sink. Each condition checked increases the complexity and execution time of the code. I agree, but do we really mind the execution time. I think the main issue is development time. I don't know if it is relevant at this stage, but I feel that effects with AOF will stil...
- Wed Jul 07, 2004 6:43 pm
- Forum: Off-Topic
- Topic: Macrotools
- Replies: 46
- Views: 20807
Glad to see you all worked it out, and unbanned visnou00. :D have enough insights to do those things. From what I have heard and seen in the code, there are some features that are almost there in the code (at least there is the groundwork to do them). For example, offroading. Now, there is no offro...
- Wed Jul 07, 2004 12:20 am
- Forum: Off-Topic
- Topic: Macrotools
- Replies: 46
- Views: 20807
- Mon Jul 05, 2004 1:18 pm
- Forum: Audio
- Topic: Mongoose Music
- Replies: 95
- Views: 63963
- Mon Jul 05, 2004 9:35 am
- Forum: Design Archive
- Topic: Public review II: Buildings
- Replies: 89
- Views: 68523
#1: Where should you make the decisions about the remaining things we want control over Both at empire and planetary level, I suggest. Leave the decision to the player. In the early game, when you have only 2 or 3 planets, you want to squeeze the optimum out of them and full control on the microman...
- Mon Jul 05, 2004 8:00 am
- Forum: Other Game Design
- Topic: Groups and macro-orders proposal
- Replies: 11
- Views: 4301
From what I've seen, the need is already apparent for the macrotool I propose. I don't know how adding building model, secret project, tech tree, ship combat and ship design will change anything to the current situation: moving ships around is a chore. EDIT: My prediction is that we'll need autoexpl...