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Showing results 26 to 50 of 500
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Posts Made By:
Ed Kolis
Forum:
Star Legacy
December 17th, 2010, 03:01 PM
Replies:
54
Wishlist:
High level design thoughts
Views:
54,787
Posted By
Ed Kolis
Re: High level design thoughts
I'll touch on ship design... Yeah, I always wanted to have a "Lego-ships" or "Tetris-ships" game, but that would probably be a bit involved for a 4X... For a tactics game along the lines of Begin,...
Forum:
Mods and Scenarios
November 27th, 2010, 07:04 PM
Replies:
5
World Supremacy Tank Mod
Views:
11,095
Posted By
Ed Kolis
Re: World Supremacy Tank Mod
You do realize that you don't have to edit your Standard gametype? You can make a new gametype by copying the Standard folder, giving it a new name, and editing from there... just like SE5, except I...
Forum:
Star Legacy
November 21st, 2010, 10:08 AM
Replies:
142
Welcome Star Legacy Development Group!
Views:
87,848
Posted By
Ed Kolis
Re: Welcome Star Legacy Development Group!
Regarding "locked" sliders, we've (actually I think it was Kwayne's idea, IIRC!) come up with a clever way to deal with that...
Remember MOO2, where you had the population assigned to various...
Forum:
Star Legacy
September 23rd, 2010, 02:53 PM
Replies:
142
Welcome Star Legacy Development Group!
Views:
87,848
Posted By
Ed Kolis
Re: Welcome Star Legacy Development Group!
We are planning on having automatically generated "civilian freighters" used to transport population and resources about without direct supervision by the player. If this turns out to be too...
Forum:
Star Legacy
September 21st, 2010, 11:33 AM
Replies:
142
Welcome Star Legacy Development Group!
Views:
87,848
Posted By
Ed Kolis
Re: Welcome Star Legacy Development Group!
Yes, they will most likely have a value which is factored into the production calculations. Thanks for reminding me of that! :)
Forum:
Star Legacy
September 20th, 2010, 06:01 PM
Replies:
142
Welcome Star Legacy Development Group!
Views:
87,848
Posted By
Ed Kolis
Re: Welcome Star Legacy Development Group!
Hmm, I don't recall if anyone had mentioned the colony infrastructure system before, so I guess I could describe it here...
Basically, it's like the population assignment system in MOO2 or the...
Forum:
Star Legacy
August 4th, 2010, 10:07 AM
Replies:
54
Wishlist:
High level design thoughts
Views:
54,787
Posted By
Ed Kolis
Re: High level design thoughts
Heh, yeah, we've been working on technology lately, and one of the things that each technology can have (in addition to tech prerequsites, of course!) is scripted requirements... I imagine most techs...
Forum:
Star Legacy
July 23rd, 2010, 09:12 AM
Replies:
54
Wishlist:
High level design thoughts
Views:
54,787
Posted By
Ed Kolis
Re: High level design thoughts
Yes, I would like to keep battles on a small to moderate scale too - not sure where the other developers stand on this, but that's my preference! Fleets of 100 dreadnoughts are just silly... If you...
Forum:
Star Legacy
July 10th, 2010, 09:40 AM
Replies:
45
Combat Mechanics
Views:
44,860
Posted By
Ed Kolis
Re: Combat Mechanics
The combat AI would have to allocate the tactical points, instead of the player.
But, it looks like we're not going to use the TP system... too complex for a game of this scope, according to...
Forum:
Star Legacy
July 7th, 2010, 02:29 PM
Replies:
54
Wishlist:
High level design thoughts
Views:
54,787
Posted By
Ed Kolis
Re: High level design thoughts
SotS 2? Hmm, have to keep an eye on that one :)
Forum:
Star Legacy
July 7th, 2010, 02:27 PM
Replies:
45
Combat Mechanics
Views:
44,860
Posted By
Ed Kolis
Re: Combat Mechanics
Thanks for the encouragement! :)
As a side note, Nick (SJ) and I were just discussing a "tactical points" system - I suppose it could be considered similar to those found in some newer RPG's? -...
Forum:
Star Legacy
July 4th, 2010, 08:01 AM
Replies:
45
Combat Mechanics
Views:
44,860
Posted By
Ed Kolis
Re: Combat Mechanics
Basically there was a dispute about what kind of game we were building (an SE4 clone, or a brand new game), and the folks who wanted to build an SE4 clone left, since Ken took the "new game" side.
Forum:
Star Legacy
July 3rd, 2010, 10:20 AM
Replies:
45
Combat Mechanics
Views:
44,860
Posted By
Ed Kolis
Re: Combat Mechanics
Well, sorry this isn't the most definitive answer, but right now we're still at the point of trying to be flexible in terms of singleplayer vs. multiplayer and network vs. PBEM... that's probably a...
Forum:
Star Legacy
June 25th, 2010, 11:58 AM
Replies:
45
Combat Mechanics
Views:
44,860
Posted By
Ed Kolis
Re: Combat Mechanics
What do you mean by a "painful and overly complex" turn-based system? Something like MOO2's initiative system, which while it works well in smaller battles, makes long battles drag on forever so one...
Forum:
Star Legacy
June 24th, 2010, 11:07 AM
Replies:
45
Combat Mechanics
Views:
44,860
Posted By
Ed Kolis
Re: Combat Mechanics
Yes, I keep bringing up GSB as an example of how strategic (i.e. AI-controlled) combat "should be done"... provide lots of options for the player to set strategies beforehand (i.e. more so than SE5),...
Forum:
Star Legacy
May 27th, 2010, 08:53 PM
Replies:
36
Off Topic Thread
Views:
40,009
Posted By
Ed Kolis
Re: Off Topic Thread
To get back off-topic, thought I'd share some nursery rhymes... programmer style! :D
// Little Bunny Foofoo v1.0 beta
public static void Main()
{
var foofoo = new Bunny();
foofoo.Size =...
Forum:
Intel Forum Bar & Grill
May 13th, 2010, 10:07 PM
Replies:
2
Star Trek Cultural Archetypes
Views:
11,057
Posted By
Ed Kolis
Star Trek Cultural Archetypes
So I got thinking about the different alien races in Star Trek and what inspiration they might draw from real-world cultures... sorry if this hits too close to home for some people!
The Federation...
Forum:
Star Legacy
May 13th, 2010, 05:38 PM
Replies:
45
Combat Mechanics
Views:
44,860
Posted By
Ed Kolis
Re: Combat Mechanics
I don't remember if drones could carry ship weapons in SE4, but they definitely could in SE5... made 'em pretty darn powerful! ;)
Actually, I think they COULD in SE4, it's just that they were...
Forum:
Star Legacy
April 27th, 2010, 10:28 PM
Replies:
36
Off Topic Thread
Views:
40,009
Posted By
Ed Kolis
Re: Off Topic Thread
We were discussing that issue too, and it seems the consensus is, since we're going to use the "build an empty/broken hull, and fill/fix the components" model (like SE3), it would make sense for...
Forum:
Star Legacy
April 26th, 2010, 11:10 AM
Replies:
36
Off Topic Thread
Views:
40,009
Posted By
Ed Kolis
Re: Off Topic Thread
Yes, that's the plan :) As a matter of fact, we were discussing docking at yesterday's meeting... seems like we came to the conclusion that without "sectors" in the game, the easiest way to implement...
Forum:
Star Legacy
April 25th, 2010, 09:27 AM
Replies:
36
Off Topic Thread
Views:
40,009
Posted By
Ed Kolis
Re: Off Topic Thread
Yes, ships will have more than one speed attribute:
1. Jump speed - used for interstellar travel. Restricted to jump lanes (think warp points that take time to traverse; ships cannot be...
Forum:
Star Legacy
April 23rd, 2010, 07:45 AM
Replies:
36
Off Topic Thread
Views:
40,009
Posted By
Ed Kolis
Re: Off Topic Thread
Oh, it is still going... sorry for the lack of updates!
This week, along with various behind-the-scenes changes/fixes/additions, there are now realistic units of distance (km, ls, au, ly), and the...
Forum:
Star Legacy
April 12th, 2010, 07:18 PM
Replies:
50
Ship Talk
Views:
49,658
Posted By
Ed Kolis
Re: Ship Talk
Not sure, it was a vague idea :P Maybe you build "academy" facilities which produce leader points, or maybe they could even be generated based on what a ship or planet is doing... a ship with lots of...
Forum:
Star Legacy
April 11th, 2010, 09:12 AM
Replies:
50
Ship Talk
Views:
49,658
Posted By
Ed Kolis
Re: Ship Talk
Actually, perhaps even better than MOO2 style "mercenary" heroes, would be if heroes appeared like the "Great People" in Civ4 based on points earned by an empire, but then the heroes could also be...
Forum:
Star Legacy
April 11th, 2010, 09:01 AM
Replies:
50
Ship Talk
Views:
49,658
Posted By
Ed Kolis
Re: Ship Talk
Heh, if we have heroes with battlefield-wide or localized effects like the CO's in Advance Wars (I liked how in Days of Ruin the CO actually had a location on a unit and only affected nearby units...
Showing results 26 to 50 of 500
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