Search found 32 matches

by GlasShadow
Fri Oct 02, 2009 2:49 am
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 10019

Re: Ship Design

agree with nearly everything you said TerranStarCommand
by GlasShadow
Thu Oct 01, 2009 6:06 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 10019

Re: Ship Design

i am in fact using the 0.3.13 release taken directly from the link in the wiki to this page http://sourceforge.net/projects/freeorion/files/ and sadly i have yet to encounter any different shapes in that screen ::edit:: opps after looking at the actual file i do have the 0.3.10 my bad on that one, i...
by GlasShadow
Thu Oct 01, 2009 5:24 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 10019

Re: Ship Design

sorry that my Grammar isn't up to the task you should see my spelling ... lol ... it's my only academic flaw, as my college transcripts will prove :) (3.7gpa) anyway i put the lol in there because to most people i come off as cocky or offensive - neither of which are in fact true in the -real-. ill ...
by GlasShadow
Thu Oct 01, 2009 12:00 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 10019

Re: Ship Design

imagine sorting through over 500 different hull types that's were your present system leads There won't be 500 different hull types. Perhaps 20 is a reasonable number? Maybe 12? Quote: ... even take just 3 stellar engines X 3 ship sizes + 3 non-stellar X 3 ship sizes, (18 hulls compared to 9 elemen...
by GlasShadow
Thu Oct 01, 2009 12:15 am
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 10019

Re: Ship Design

lol .. first off i don't mean to be brash since i'm the new guy but ill discuss this a bit more, of course there's no convincing the un-convincible, but if one would have an open mind ill elaborate. if anything here is contradicting, its lets keep this simple by making a bunch of different hulls wit...
by GlasShadow
Wed Sep 30, 2009 9:56 pm
Forum: Other Game Design
Topic: Ship Design
Replies: 100
Views: 10019

Re: Ship Design

ive seen quite a few posts about ship design now and have my own ideas about this, first of all id like to say the slot system holds a lot of merit no worrying about what to do with that 10 units of hull space anymore. However that said, i think in its current form it has several drawbacks - 1 - too...
by GlasShadow
Wed Sep 30, 2009 8:27 pm
Forum: Other Game Design
Topic: Of Nova-bombs, Supernovas, and Toxic Terraforming.......
Replies: 81
Views: 13711

Re: Of Nova-bombs, Supernovas, and Toxic Terraforming.......

again without seeing the actual code i can only guess but, dont kno if its just entered wrong in the wiki but a bell curve, general requires more than one random number the results are then added, ie - not 1-100 but 1-50 + 1-50, but that's neither here nor there also ice/totally frozen opposite of i...
by GlasShadow
Wed Sep 30, 2009 4:03 pm
Forum: Other Game Design
Topic: Dealing with Building Conditons and Queues
Replies: 0
Views: 1216

Dealing with Building Conditons and Queues

Moved by Geoff. Was originally in reply to this post . i would think it would be better to do a check on the queues before the building is entered into it. that would in itself eliminate the majority of the problems, ie. check if the building can be built and check if there are any other buildings ...
by GlasShadow
Wed Sep 30, 2009 12:01 pm
Forum: Other Game Design
Topic: Of Nova-bombs, Supernovas, and Toxic Terraforming.......
Replies: 81
Views: 13711

Re: Of Nova-bombs, Supernovas, and Toxic Terraforming.......

thats nice but it doesn't really help me without seeing how those are used, ill proly have to dig it out of the sdk when i download it. is that part written in c++, i have some knowledge of that language, mainly with command line stuff have touched anything graphical, but i know all about classes an...
by GlasShadow
Wed Sep 30, 2009 1:20 am
Forum: Other Game Design
Topic: Of Nova-bombs, Supernovas, and Toxic Terraforming.......
Replies: 81
Views: 13711

Re: Of Nova-bombs, Supernovas, and Toxic Terraforming.......

cool thread ... i had an idea for something similar to this a while back and this would go toward the explanation of such a technology ... i called it a universal detonator by the way and what it would do is create a small blackhole(singularity) when used, now this could be devastating by its own ri...
by GlasShadow
Tue Sep 29, 2009 7:12 pm
Forum: Off-Topic
Topic: Ran out of gas, i think
Replies: 1
Views: 2870

Ran out of gas, i think

just started checking the game out and sent my scouts out to do some exploring and then they get stuck so i think there out of gas ... lol ... i never played MOO2 but the first one i do have a copy floating around somewhere here in my archives lol. but im sure i never run out of gas before. now i ca...
by GlasShadow
Tue Sep 29, 2009 6:53 pm
Forum: General Discussion
Topic: Developer (and artist? and sound?) recruiting
Replies: 91
Views: 53100

Re: Developer (and artist? and sound?) recruiting

cool sounds good, ill also go over some of the tutorials on the normal mapping and more advanced uv unwraping stuff. also thanks for the quick reply glad to see the project is still ongoing as ive dropped a few posts on other games with no luck, if it takes someone 4 days to get back to me i wonder ...
by GlasShadow
Tue Sep 29, 2009 2:57 am
Forum: Other Game Design
Topic: sugustions on ship designing
Replies: 2
Views: 846

Re: sugustions on ship designing

sounds cool from the other post seems to support some of the more advanced features, my main experience with 3d stuff was doing some planes for Microsoft combat flight Sim 3, using ack :: gmax :: and just some basic uv mapping options, in that, turns out this supports quite a bit more advanced stuff...
by GlasShadow
Tue Sep 29, 2009 1:35 am
Forum: General Discussion
Topic: Developer (and artist? and sound?) recruiting
Replies: 91
Views: 53100

Re: Developer (and artist? and sound?) recruiting

very nice, looks like about a million poly's (lol), that is just slightly better than what i can do. currently my only portfolio to speak is on myspace, username (Biohazard422) most of that stuff is fairly old but there are a few newer ones mixed in there, the ones that look way better lol, alot of ...
by GlasShadow
Mon Sep 28, 2009 10:12 pm
Forum: General Discussion
Topic: introducing ourselves
Replies: 93
Views: 28130

Re: introducing ourselves

33/ M big fan of games and space based simulators etc.

3dmodeling

some programing in C++

looking for a project to work on