Search found 108 matches

by Lothgoradin
Mon Mar 17, 2003 1:44 am
Forum: EFS Clone
Topic: Multiplayer -lets make things interesting
Replies: 11
Views: 28946

Re: Multiplayer -lets make things interesting

Don't get me wrong, I like the Email games too. And for a truly modable game (as I keep stressing I am trying to make) multiple options need to be available. That is why I would like to have the Simulturn, Solo, Hotseat, Email and Realtime play options available. And any other options I can come up ...
by Lothgoradin
Tue Mar 11, 2003 5:03 am
Forum: EFS Clone
Topic: AI
Replies: 1
Views: 8014

AI

For the AI, I was thinking of making each individual house. However, having multiple houses and making it modable is limited if House 1 always acts the same. So, I think a Civ II like AI, but not with just 3 options with it. I was thinking more like 10-12 options for it. and the dat file where you d...
by Lothgoradin
Mon Mar 10, 2003 7:50 am
Forum: EFS Clone
Topic: Miscellaneous
Replies: 1
Views: 8798

Miscellaneous

This is for all the Flags, all the oddball things, all the things that just dont fit into any other category. Remember, I want to make this a COMPLETELY modable game. I want to include aspects from every universe, every option someone might want to come up with. everything. I know I will miss someth...
by Lothgoradin
Mon Mar 10, 2003 7:36 am
Forum: EFS Clone
Topic: Multiplayer -lets make things interesting
Replies: 11
Views: 28946

Multiplayer -lets make things interesting

Why should we limit the number of players in a multiplayer game to 5. Why should we limit what can be played? Why should we limit how many units can be used? Why are these options limited in most games? Why? WHy? Why? I say f*ck the "why?"! One reason games like Civ II, EFS, and others of ...
by Lothgoradin
Tue Mar 04, 2003 6:50 pm
Forum: Opponents wanted
Topic: Dominion Game - Trying to reach Justinian
Replies: 3
Views: 11824

Dominion Game - Trying to reach Justinian

I just talked to Bannor and he hasn't seen an email with the Dominion Game in it. I have been anxiously awaiting this game for sometime now. The first turn was my fault. It didn't send properly and I was away watching my son being born and didnt check my email for almost a week.

The Darkmage
by Lothgoradin
Mon Mar 03, 2003 2:10 am
Forum: EFS Clone
Topic: Stacks - the great Debate
Replies: 4
Views: 13924

Re: Stacks - the great Debate

I like the idea of each unit having a size and having a total number of units in a hex be the total size of the units. Make the limit around 1000 or somthing and alter the size of units to suit your own purposes. Also, to eliminate too many move types, space hexes have a 10000 sixe limit. Some of th...
by Lothgoradin
Mon Mar 03, 2003 1:27 am
Forum: EFS Clone
Topic: Cities
Replies: 1
Views: 9017

Cities

What do we want to see from cities? Heres what I was thinking Palace: With the addition of Systems as well as just planets, a simple way to see wha is involved in a system upon first glace is Planetary Palace: Standard, this is what we have now System Palace: To display who owns the system, the most...
by Lothgoradin
Mon Mar 03, 2003 12:40 am
Forum: EFS Clone
Topic: Interface
Replies: 0
Views: 8696

Interface

I know we need a few things for completing the interface, but we need to hammer out what we wnat to see when we play. For things that need to be finished before completion of the overall look(s): Combat Model: what do we want to see when we look at this? Diplomacy Model: Same thing Stacks: This will...
by Lothgoradin
Thu Feb 27, 2003 4:31 am
Forum: EFS Clone
Topic: Diplomacy - The Real Reason we play
Replies: 1
Views: 8418

Diplomacy - The Real Reason we play

What do we want to see from a Diplomacy Model? Again, make the ideas what you want to see, not what you think may or may not be possible. Personally, I like the diplomacy model in EFS as it is, with a few additions (mainly from Civ II), the ability to trade units, resources, cities, etc without decl...
by Lothgoradin
Tue Feb 25, 2003 3:34 am
Forum: EFS Clone
Topic: Combat Model - Let's Get Crackin'
Replies: 6
Views: 25407

Re: Combat Model - Let's Get Crackin'

Again, I dont have much time so give me your most insane, outrageous, impossible ideas. Nothing is impossible. Some of it is improbable and difficult, but not impossible. Let me know what y'all think. I will throw my ideas out when I have the time. The Darkmages are Rising Jakkan <small>[ 25-02-2003...
by Lothgoradin
Sun Feb 23, 2003 5:34 am
Forum: EFS Clone
Topic: Combat Model - Let's Get Crackin'
Replies: 6
Views: 25407

Combat Model - Let's Get Crackin'

What do we want to see from Combat in this game? As for the best combat model I have seen... I haven't. I have seen aspects of models that are good, however. EFS Strengths: Multiple Units in Combat (Most I have seen are One on One combat.) Well rounded unit Abilities (Spot, Camo, Agility, Accuracy, ...
by Lothgoradin
Sat Feb 15, 2003 11:05 pm
Forum: EFS Clone
Topic: Flags
Replies: 2
Views: 10543

Flags

Ok, I like the idea of Flags, but I think that som things should be Hard coded so there arent so many of them. (as much as I hate hard coded values, someone has to draw the line somewhere) I - Units in cargo Bays automatically deploy Alternatively, Unit to deploy can have this flag and eliminate the...
by Lothgoradin
Sat Feb 15, 2003 10:34 pm
Forum: EFS Clone
Topic: Precoding
Replies: 16
Views: 56315

Re: Precoding

The thing with 500 to 1000 technologies is not for all to be used right off the bat or even in every mod. It is to allow for anyone who wishes to come up with any and all technologies that they want to fit into the tech tree to be able to do so without penalty and without limit. I just thought that ...
by Lothgoradin
Wed Feb 12, 2003 6:21 am
Forum: EFS Clone
Topic: Progress?
Replies: 17
Views: 44811

Re: Progress?

Unfortunately, for copyright purposes,etc, this cannot be an EFS Clone unless I can talk Holistic into producing a second try. So it cant be a carbon copy of EFS or DUNE or Star Trek or Star Wars or anything lse already taken, however, I have my own ideas and if SOMEONE alters them for their own pur...
by Lothgoradin
Wed Feb 12, 2003 6:17 am
Forum: EFS Clone
Topic: Precoding
Replies: 16
Views: 56315

Re: Precoding

Problems with EFS Production Problem: Late in the game turns take an hour or more, half of which is due to continuing build orders. Fix: Advance orders (I want to build 10 of these units here) Mass Orders (I want 20 of this unit as soon as possible) Movement Problem: Certain units are restricted by ...

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