Search found 243 matches
- Mon Apr 09, 2007 4:07 am
- Forum: General Discussion
- Topic: we need a new lead for freeorion
- Replies: 20
- Views: 7999
Utilae is correct about past procedure, however with Aquitane's duly noted absence (in the old days, the one eyed wonder would have already given a few words of wisdom about the future direction of this project, towards our comrade eleazar; albeit, the fact that it will be days, if not weeks, before...
- Thu Apr 05, 2007 10:55 pm
- Forum: Design Archive
- Topic: Space Combat: Range and Detection
- Replies: 58
- Views: 44330
Some of this is partially covered by the link Geoff provided: Geoff the Medio Note that the above post assumes some knowledge of some already-established decisions, which are noted in the V0.4 Design Pad. Reviewing that first is reccomended before posting. See second post on page one, link highlight...
- Tue Apr 03, 2007 11:59 pm
- Forum: Design Archive
- Topic: Space Combat: Range and Detection
- Replies: 58
- Views: 44330
- Mon Apr 02, 2007 11:09 pm
- Forum: Design Archive
- Topic: Space Combat: Range and Detection
- Replies: 58
- Views: 44330
- Mon Apr 02, 2007 10:32 pm
- Forum: Graphics
- Topic: Alien head design
- Replies: 12
- Views: 5131
Hate to break it to you... but the Eaxaw were the original, worm-type aliens... I presume that's directed toward me; the Norwana are an aquatic starfish\octupus race, not a worm like race. Skaro's design could be adapted to either race. The bottom half, long individual apendage could obviously be a...
- Sun Apr 01, 2007 8:37 pm
- Forum: Design Archive
- Topic: Space Combat: Range and Detection
- Replies: 58
- Views: 44330
This doesn't quite sum up all discussion, but covers a lot. I went through the original questions, one by one, since some were not discussed yet. This may spur some additional discussion (to counter some of my proposals) before a final summation is made. How far can units see? This has been discusse...
- Sun Apr 01, 2007 4:54 pm
- Forum: Graphics
- Topic: Alien head design
- Replies: 12
- Views: 5131
- Sun Apr 01, 2007 4:30 pm
- Forum: Strategy Games
- Topic: Moo2 vs Moo1
- Replies: 77
- Views: 81199
- Sat Mar 31, 2007 3:57 am
- Forum: Strategy Games
- Topic: Moo2 vs Moo1
- Replies: 77
- Views: 81199
marhawkman so this game somehow had better looking graphics than MoO2? The graphics are not the issue with replayabilty; Moo1 has an excellent AI for the computer adversaries, and excellent balance in most weapons and shields. The game made use of sliders for resource allocation, which made gamepla...
- Thu Mar 29, 2007 11:24 pm
- Forum: Strategy Games
- Topic: Moo2 vs Moo1
- Replies: 77
- Views: 81199
- Wed Mar 21, 2007 1:48 am
- Forum: Design Archive
- Topic: Space Combat: Range and Detection
- Replies: 58
- Views: 44330
@ utilae: I wasn't inferring that there would be mid-game weapons fire across to the far side of a system, as much as just simply detecting ships system wide. I think mid-game would still be limited to long range missles, maybe. I would envision cross system direct fire as needing massive ships wit...
- Tue Mar 20, 2007 12:20 am
- Forum: Design Archive
- Topic: Space Combat: Range and Detection
- Replies: 58
- Views: 44330
Just remember, that if we have too many modes, etc it could get very micromanagement heavy if there are lots of ships. If there was a group functionality to give the order to the entire fleet, with all ships that can, go as stealth as they can, then I see it working. I think we could simply have a ...
- Sat Mar 10, 2007 2:00 am
- Forum: Other Game Design
- Topic: Request for Comments: Ship Design
- Replies: 89
- Views: 17391
I agree with the slot/allowable space setup as presented so far. Personally, I want total micromanagement of a ship's design; however, I wouldn't always do that with every ship. For the sake of the masses, and minimalising micro, Utilae's hint at auto configuration would fit the bill. As implied, si...
- Sun Apr 02, 2006 8:10 pm
- Forum: Other Game Design
- Topic: Complimentary Technology Effects
- Replies: 5
- Views: 1613
That's a great idea, Utilae! Perhaps have a researchable tech that allows a new weapon/shield/effect to be added to a ship in component steps. Just as you alluded, the components could be added to various existing systems, as they are minuturized (freeing up usable space for the component to be adde...
- Mon Jan 16, 2006 7:12 pm
- Forum: Other Game Design
- Topic: Eliminate turn-processing splash screen?
- Replies: 27
- Views: 4056