Search found 72 matches

by Underling
Mon Mar 08, 2004 9:02 pm
Forum: General Discussion
Topic: FreeOrion 0.1 Issues thread
Replies: 78
Views: 14511

Yoghurt wrote:Does this happen in both fullscreen and windowed mode?
The fullscreen mode is a quick hack, and I haven't bothered to set 24bpp-mode explicitely
I see it in both fullscreen & windowed.Image

the url of an example pic is here
by Underling
Mon Mar 08, 2004 8:36 pm
Forum: General Discussion
Topic: FreeOrion 0.1 Issues thread
Replies: 78
Views: 14511

Display discrepancies?

First off, Bravo! I've been lurking for months and recently started to get more active on the board now that I have more free time. I wanted to ask about something I noticed with FO. The graphics I see in game don't quite match those I see posted in the screenies. Everything displays well, except fo...
by Underling
Sun Mar 07, 2004 3:26 pm
Forum: General Discussion
Topic: FreeOrion 0.1 Issues thread
Replies: 78
Views: 14511

It appears that the client-server design of the game triggers firewall software when run in Windows. Norton Firewall generated three warnings when the game came up. However, when I read the text in the FO console window, it was obvious that the connect to localhost event was what triggered the aler...
by Underling
Sun Mar 07, 2004 6:19 am
Forum: General Discussion
Topic: FreeOrion 0.1 Relased!
Replies: 16
Views: 8001

I have a question: Why does a single player game require access to the internet? What do you mean? My version plays fine with my net cut off. It appears that the client-server design of the game triggers firewall software when run in Windows. Norton Firewall generated three warnings when the game c...
by Underling
Sat Mar 06, 2004 7:06 pm
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 86372

I think Tyreth outlined the level of complexity we need well. About the saving penalty, I wanted it because money represents PP, which besides labour and equipment also represents time, and you can't actually save time for later; I know that is a realism argument... For example, You need to field a...
by Underling
Sat Mar 06, 2004 4:38 am
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 86372

Currently the player will probably have to handle: * colonisation and empire management * research * ship design * strategy and tactics of battle much more. Do we want to add economics as another full system? If not, then money could perform simple functions: * used for purchasing ships from empire...
by Underling
Fri Mar 05, 2004 5:59 pm
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 86372

Okay, here's what: Every population point generates 1 AU. Mining, Food and RP don't generate money normally, unless we descide somehting different later. The player sets a tax percentage for their empire, choosing from a few discrete values ranging from zero to fifty percent. That percentage of the...
by Underling
Fri Mar 05, 2004 1:07 am
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 86372

I won't deny that it is an useful abstraction; however, what I'd hate to see is abuse of it. It doesn't matter how you call it, but how it behaves. Now if you allow infinite stockpiling of money at no penalty, that means you allow infinite stockpile of anything you can turn money into, be it PP, fo...
by Underling
Thu Mar 04, 2004 5:35 am
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 86372

The questions we have to answer are the specifics of the economy: what sort of units are we looking at? should it simply be a percentage of production? of research? should you be able to have just a 'money colony' like you can have an industrial one? (called 'tourist' or what have you?) Well, I ass...
by Underling
Fri Feb 27, 2004 6:08 am
Forum: General Discussion
Topic: Active Posters
Replies: 13
Views: 2554

Lurker?.....Yes

I read these boards daily but don't presently have much free time to actually contribute, so I lurk. I can't imagine that I'm alone. This project has too much potential not to attract significant interest from the disaffected Moo3 crowd (and others!) when its existence becomes known. Anyway, 3...2.....
by Underling
Sat Feb 21, 2004 4:08 pm
Forum: Other Game Design
Topic: HotSeat Mode or not?
Replies: 8
Views: 1964

Hot seat mode is when multiple players can play on one machine by swapping the PC on each of their turns. Thus, a "hot" seat. This was typically a supported feature in many older TBS games like civ II and IRC Moo or maybe Moo2 as well.
by Underling
Tue Dec 16, 2003 7:12 am
Forum: Other Game Design
Topic: A big (IMO) question about ship to ship combat
Replies: 128
Views: 19137

Both empires give orders to there fleets ( moveorders, what weapons to use, and targeting. All available now in moo2) after the orders have been given bay both empires in the fight combat takes place. After all moves have taken place you do it again. turn based combat with simultaneous actions.... ...