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Search: Posts Made By: Ed Kolis
Forum: Star Legacy November 21st, 2010, 10:08 AM
Replies: 142
Views: 48,855
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
Views: 48,855
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
Views: 48,855
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
Views: 48,855
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 March 20th, 2010, 03:03 PM
Replies: 142
Views: 48,855
Posted By Ed Kolis
Re: Welcome Star Legacy Development Group!

The "WEGO" system can be emulated by the "autopause" system I've described; simply set autopause interval to, say, 10 seconds, and "auto-unpause" to an obscenely long or infinite delay ;)
Forum: Star Legacy March 18th, 2010, 12:06 PM
Replies: 142
Views: 48,855
Posted By Ed Kolis
Re: Welcome Star Legacy Development Group!

To expand on the timed-stops theme:

Remember a REALLY OLD game called "BEGIN"?

In Begin, you piloted a starship of the Federation, Klingons, Romulans, or Orions, and your AI allies and...
Forum: Star Legacy March 16th, 2010, 04:11 PM
Replies: 142
Views: 48,855
Posted By Ed Kolis
Re: Welcome Star Legacy Development Group!

Hey KlausD, welcome :)

I'll try to answer at least some of your points... maybe some of the other team members can fill in the gaps...

Modern screen resolutions: Yeah, I'm doing development on...
Forum: Star Legacy February 10th, 2010, 03:29 PM
Replies: 142
Views: 48,855
Posted By Ed Kolis
Re: Welcome Star Legacy Development Group!

We were discussing the possibility of having 2 separate programs (host and client) like you'd posted on the other forum, Gandalf... an intriguing idea that came out the other day in discussion was to...
Forum: Star Legacy February 6th, 2010, 04:10 PM
Replies: 142
Views: 48,855
Posted By Ed Kolis
Re: Welcome Star Legacy Development Group!

2.6 probably... the changes in the 3.x series seem a bit... controversial ;) Not to mention that 2.6 is the version currently supported by IronPython (the .NET implementation of Python with which...
Forum: Star Legacy February 6th, 2010, 01:10 PM
Replies: 142
Views: 48,855
Posted By Ed Kolis
Re: Welcome Star Legacy Development Group!

Yeah, speaking of "open-ended ability possibilities", I'm pretty excited about using Python as a scripting language for this game... yes, a REAL language that people actually know and use every day!...
Forum: Star Legacy February 3rd, 2010, 01:03 PM
Replies: 142
Views: 48,855
Posted By Ed Kolis
Re: Welcome Star Legacy Development Group!

getter77, you're here too? Funny, there sure is a lot of overlap between people on the Angband forums and people who play 4X games...
Forum: Star Legacy February 3rd, 2010, 10:59 AM
Replies: 142
Views: 48,855
Posted By Ed Kolis
Re: Welcome Star Legacy Development Group!

Yep, I'm on the programming team ;) I won't steal anyone else's thunder though... hey guys, c'mon out and announce yourselves! :D
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