For flavour, an option for a battle after action report that's super bare-bones for those not interested in all the technical details is to generate an article presented by the Galactic News Network. The briefest form could be the headline, while the article goes into ship numbers and losses. A more detailed report could be one presented by the equivalent of the war ministry, with an executive summary outlining the basics of losses and weapon effectiveness, while the body provides numerical d
Ostsol
I'm still averse to deferring all of my errors to runtime. C++ compile times can be insane, but Go is very quick.
Daniel, here. Was first intrigued by the first Star Control when I saw the box in some computer store. Knew nothing about it and even through the box-shot revealed nothing about the game itself, I knew I wanted a game that advertised itself with a weird alien hand with split fingernails. Yeah, I don't know what kind of sense that makes, either, but it works when you're 10. I played the Star Control 2 demo repeatedly when it came out, then the full game a couple years after release (ha
Can't help but be hyped! SC2 gave me one of my first "best game evar!" feelings. :) Not sure that I don't still believe that, too... I'm quite alright with an alternate reality reboot. It's a safe bet. What I really hope for is that Stardock manages to evoke the atmosphere of the original: playful, with some dark undercurrents.
I find it amusing how he's waiting for you to fire yourself. Personally, I rather enjoyed the original Elemental...
Conflating disagreement or dismissal with persecution is nothing new in the SJW world.
Too bad I'm not a DirectX guy. :( Mantle and, moreso, OpenGL Next sound interesting, but I'm thinking of them from a coding perspective: I want to see the APIs! I want to look at how they expose functionality to programmers! GDC can't come soon enough...
I tend to prefer Jerry Pournelle's political axes. The terms "right" and "left" are terribly ambiguous. http://www.baen.com/chapters/axes.htm
The behaviour of mischaracterizing other peoples' statements is endemic to any group that features fanatic devotion to a particular point of view. I often get involved in religious discussions, which means that I'm regularly interacting with fanatics. I find it incomprehensible how an individual involved in a public discussion can blatantly misconstrue my arguments, while I reiterate my points to explicitly show that what my antagonist says of me is not at all representative of my wor
A question about the editions: If one buys the 32 bit edition and then later gets a 64 bit OS, will one have to buy the 64 bit edition to benefit from it? Or does one simply buy the game and download whatever bit-flavour he/she wants? Anyway, I'm really looking forward to this! :)
Interesting question David A Lessnau, I'd be interested in that answer as well. It will probably just play the same in making the AI get angry at you like it does now though, I feel. I'm so glad that I pre-ordered now, bring on unique civilizations If you don't have a right of passage treaty, ships will only move 1 move per turn through someone else's sphere of influence. </div
The moral of the story is? somehow there has to be a way of making others break their alliances. This will be done by somehow upgrading the existing espionage system in avatar to a point where we can have spies influence other civs or frame other civs to eventually break alliances. I know that there is a super ability called "master manipulator" but I haven't heard anyone to use it to a point where he was able to make a civ go to war with another a
Why would you presume that? As far as I know, proximity has no bearing on speed on rotation. It could be spinning around like crazy for all we know. In a specific sense, that is true. However, the proximity of a smaller mass to a larger mass has a large bearing on the likelihood that one or both bodies are tidally locked. Tidally locked bodies naturally have a slower rotation period than a non-locked body of the same mass would. <div class="Article_Quot
The effective gravity at a given point on a planet is affected by four things: mass, distance from the centre of mass, rotation, and the gravitational pull of other bodies. In this case we need only consider mass and radius. The effect of rotation on the apparent gravity at a point on a planet is negligable. I thought of this a long time ago during a brief obsession with physics. On Earth, it amounts to about 3.3 cm/s^2 at the equator. Thus, gravity certainly is lower at the equator
I've decided that I should really get back into programming again and was browsing SourceForge.net for a project that might help me find a solution to a problem I've been having. I found ORTS , a real-time strategy game engine whose purpose is to be a testbed for AI programming. Since Brad is an AI guy and since the subject frequently pops up here, I thought I'd point this out. The following sentence from the game's overview is what really m
Try out the Myth series. WWW Link
Not particularily deep, but definitely a fun little "coffee-break" game. It's simple: planets build ships at a rate based on their size. You can send a modifiable percentage of those ships at other planets. Ships negate each other on a 1:1 basis, so it's merely a matter of outnumbering your opponant's defending ships.
Well, at least it wasn't the squirrels. . . I have yet to try a game with those settings. I usually go for games in larger galaxies with less players, giving everything the chance to colonise around eight worlds before the bulk of the game starts. That makes for some rather long games, of course. . .
How about a Dread Lord invasion? A Dread Lord fleet with a troop transport arrives from one edge of the map and starts to close in on the nearest inhabitted world.
Not actually gaming related, but definitely related to Stardock's stance on draconian anti-piracy measures and regulation. Baen Books has opened up a free online library that its authors contribute full versions of some of their works to. It's pretty small, so far, but has some good authors listed. Most interesting is the introductory page, which entertainingly provides some very rational and intelligent thoughts on the state of piracy and its real effect on business. Check it out. <img src=
This would be cool as an additional AI setting apart from the regular difficulty settings. I think that the regular AI should work similarily to the current model, but there should also be an optional learning AI that would compile a database of what it learns from game to game. It might learn the wrong things from the player, but on the other hand that might be counter balanced by what it learns from itself -- that is: other AI civs in the game.
"Driver Date: 10/13/2005 22:11:22" Well, updating your video drivers might help. . .
I don't think 3d environments would provide very much in way of gameplay. In place of that I'd prefer a non-grid-based approach to the strategic map.
Risk. The first version I played didn't go by that name, though. It was called GeoWar, for the GEOS operating system for the Commodore 64. I think I was around 7 or 8 years old, at the time. The first TBS game I played and loved in the same genre as GalCiv 2 was also for GEOS, about a year later. It was called Cluster Wars. Fairly simple gameplay. You take over planets by destroying their defenses and having a military presense on them. Each planet has a production rating which