Anyone looking forward to this? I played the original extensively and it was an absolute favourite for years. Looking forward to the revamp. Classic turn based game play.
Galactic_Hunter
The greater the fraction acceleration is of max speed, the more 'linear' and 'like a warship in the ocean' becomes the simulation. When the fraction is low, it shows off the newtonian notions more clearly, and fleets 'fly by' each other, pop off a few shots, and then turn around for another run. When I increased acceleration, the ships look a lot more controlled. I did some work on scale, and figuring out how big planets and stars would be using your scale. Earth would
Also interesting how the quality of the game changes with the ratio of acceleration to top speed. If you lower max speed by 5 or 10, the approach looks very different.
[quote] At any rate, a newer version of the simulator can be found at http://www.mediafire.com/file/jcosfko0ajo/BattleSystemPrototype.zip, which includes more scenarios, a couple bug fixes, and better chase AI for the ships and missiles (linear algebra finally came in handy!)[/quote] I like the new one. [quote]My own inclination is to keep most of the low level tactical considerations (fleet formation, target selection, etc) decided by the ingame AI... possibly with per-c
[quote who="Marvin Kosh" reply="18" id="1850961"]The problem with a complex simulation with more input from players is that both human and computer players must have a clear understanding of what their input will do to change the battle. [/quote] Actually, I think the player and AI should only have a vague notion of how their parameters will affect the battle. It can only be a 'guess' at some level. If you set missiles to be fired at range 10 instead of range 5, will that mean more ef
Also had a ball creating my own weapons and ship types, and trying them all out. Maybe we could make Galciv III now and save Brad the trouble [e digicons]:grin:[/e]
Starstriker, Well done on your simulator. Remarkably, a friend and I developed a very similar thing about 10 years ago! Not that it was as nice as yours of course :-) My dream for the battle system is very similar to yours. Deterministic, but chaotic, and depending on the subtle choices made by the player in entering the battle. To me, the key to gameplay will be aligning the R&D in the game to subtle changes in armor, weaponry, speed, deceleration, etc, whic
Actually, when I think about it... I want to develop the 'Giants' pack for not-MOM, as an independent modder / developer given a set of guidelines (SDK, Art DK, whatever) and sell it via your online shop for $5-$10 minus a cut to Stardock. I would do this on a for-profit basis, but with a low capital base required, unlike the complex problems and risks of being a proper development house. People could also develop mods and set a fee of $0. But allowing them to make a s
Can't wait for the Fantasy Strategy game. I know Stardock will do a job on it. I do not like the idea of a subscription system, as then I will always be 'looking for value to be delivered' as I have already paid. I much prefer the mini-expansion pack route, and I will generally buy any expansion pack if it is cheap ($10-$15). For example, lets assume that not-MOM is a sweet system and has 4 races (Humans, Orcs, Dwarves, Elves). Just for example. I would pay $5-10 to get the 'G