Search found 157 matches

by vishnou00
Thu Jul 08, 2004 8:59 pm
Forum: Other Game Design
Topic: Buildings - Placement Restrictions for v0.3
Replies: 20
Views: 3600

I just think the value of the tables be "justified" (documented) in region delimited by critical point, ex: 0: (bonus factor) = 0 (start) 3: (bonus factor) = 1 (the break even) 10: (bonus factor) = around 15 (end) (start) to (break even): linear (y = x/3) (break even) to (end): exponential...
by vishnou00
Thu Jul 08, 2004 7:48 pm
Forum: Other Game Design
Topic: Buildings - Placement Restrictions for v0.3
Replies: 20
Views: 3600

And as I said, this assumes a uniform geometric increase, which shouldn't be the case, imho. By "uniform geometric increase", do you mean linear? imo, exponential would be the way to go: 1 meter bonus always give a constant benefit, relative to what you had before. With K*e^(meter)+B, you...
by vishnou00
Thu Jul 08, 2004 7:35 pm
Forum: Other Game Design
Topic: Buildings - Placement Restrictions for v0.3
Replies: 20
Views: 3600

Because of this, I don't see how a "at most one per empire" cannot be met, other than through capture. In such a case, the captured building will just happen not to be intact when you capture the world its on. In other words, we just need to make such a check. In case of capture of "...
by vishnou00
Thu Jul 08, 2004 5:54 pm
Forum: Other Game Design
Topic: Farming & Growth Meter Effects (for v0.3 ?)
Replies: 47
Views: 6991

Thats more what I had in mind. I don't see the advantage on having "simple" values (not weird float like 1.56) under the hood. As long as there are clear, simple value presented to the player. Non-consistant table data encourage min-maxing, which isn't what we seek.
by vishnou00
Thu Jul 08, 2004 2:47 pm
Forum: Design Archive
Topic: DESIGN: Buildings / Build Queues / Infrastructure
Replies: 420
Views: 113313

I like this. (by this I mean the whole DB post).

The "important part" means that like the food (and mineral?), the PP are first consumed at a local level, then made available for global pooling. Do I get it right?
by vishnou00
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 ...
by vishnou00
Thu Jul 08, 2004 10:29 am
Forum: Off-Topic
Topic: IMHO: This project has just lost its MoO feeling
Replies: 51
Views: 15033

There is still that creepy dark interface. If that isn't the MoO feel, I wonder what is!
: joke :
by vishnou00
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...
by vishnou00
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 ...
by vishnou00
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...
by vishnou00
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...
by vishnou00
Wed Jul 07, 2004 12:20 am
Forum: Off-Topic
Topic: Macrotools
Replies: 46
Views: 20807

I'm back.

I sincerely regret my behaviour that justified my ban and intend to respect the community
guidelines.

I'll refrain to dwell in the issues surrounding my ban, unless directly prompted. If this unlikely situation occur, I intend to keep it private, as to pollute the forum no more.
by vishnou00
Mon Jul 05, 2004 1:18 pm
Forum: Audio
Topic: Mongoose Music
Replies: 95
Views: 63963

LithiumMongoose wrote:Argh. You're going to ruin my style, taking out all the fun modulations like this...
It's true that AI would lose some of its unsettling mood by modulating nearer to the central tonality.
by vishnou00
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...
by vishnou00
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...