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Re: Treason?

Heh, you guys beat me to it. I read this thread earlier but didn't have the chance to reply. Yeah, worker AI won't be advanced enough to be capable of something like intentional treason.

Re: Wear and Tear

I wouldn't mind repairing damage, nor using ammunition, but I'm not sure I like the idea of being indefinitely stranded in space. I agree. I like the idea of needing to repair damage and requiring ammunition, but my proposals also try to avoid the possibility of deadlocked gameplay states. Very muc...

Re: Multiple Fleets

At the OP in general... I'm immensely surprised nobody mentioned the prototype before Josh said something. That did have stuff set up so you could command multiple fleets. Josh wouldn't stray too far from that general style of gameplay, at least as far as combat goes. To have nothing but a single fl...

Re: Background Simulation

I'd consider that a success. With a lot of games, it's fun to sit back and watch them simulate on their own. I imagine Limit Theory would be just as cool to do that with. If the game stays about the same without the player, that just means that the AI is successful in matching and emulating player b...

Re: Planet Name Generation

Huh, I wrote code for something like this. I may post it later. It allows you to "theme" names to different systems, so that, for instance, one system will sound Greek, the next might sound Norse, etc, but all procedurally generated. That sounds impressive Talvieno. :thumbup: Thank you. :D I certai...

Re: Contract Enforcement

(Edit: On rereading, this might almost need to be moved to the suggestion board. thoughts?) All right, I don't know if this has been suggested, but how about this. If Josh was to implement a "reputation" value of sorts specific to jobs, that could very easily solve this issue. If a NPC takes up a co...

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