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grinningman
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quote: Originally posted by vmxa1
BTW I do not think you can start with any planets of 140 or better legally. Standard HW is 100. Largest starting default planet is 110, unless already fertile. Fertile has never occurred in any starting HW I have ever seen in over 2000 games at all levels.
Even Saks start at 100. A 100 planet can reach 270 with complete terraform and advanced soil. A few planets, such as Orion can reach 300. If you started at 140 (standard) the planet would be able to grow to 330, never seen that. |
I should have been a bit clearer here - I meant that the first planet I colonised with my starting colony ship (second planet after my homeworld) was a fertile terran planet. I'm not sure that it was max 140, either, might have been 120 or 130. I've also never seen a starting fertile homeworld.
You are probably right about the way the AI works. But it would be nice if, before the AI sends a fleet to attack a planet, there was some sort of check (based on previous attacks and knowledge of the opponent's technology) as to whether the fleet has any weapons that can damage defending missile bases.
Also, perhaps some sort of check just after the AI declares war that at least one of its current ship designs can damage the opponent's missile bases. If the AI doesn't have such a design, but it has researched weapons that *can* damage the opponent's bases, then scrap an existing design (which design to scrap based on a combination of obsolesence and production value, I suppose) and design another.
Anyway, I also hope Ray K is still going on java MoO. I'd love to play it when it's done.
Grinning man
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CenturionV
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ya re-creating a game like moo in java would be hard for a group of people not to mention just one.
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Ray K
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Allen, TX
Nov 1999 time: 23:23
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quote: Originally posted by CenturionV
ya re-creating a game like moo in java would be hard for a group of people not to mention just one. |
Actually, the mechanics of the game are very straightforward. It's simply of matter of setting up the data structures, writing the UI to manipulate them, and updating them in the next turn logic. I've completed a considerable portion (>50%) of this part of the game.
The AI is more difficult because you have to play the game, find out what works best, and then code that behavior. This will always involve adding meta-structures for managing the AI's "knowledge" that are not always apparent in the initial design. Compounding this is the need to use multiple players & strategies so that the AI isn't easily exploited. Plus a considerable amount of dialogue needs to be pre-written to handle all of the possible diplomatic possibilities (including similar responses that simply require a different demeanor).
Worst of all, for the single designer, is graphics. Most individuals do not have the wide range of talents to do programming & graphics design. This is an area I am going to completely bail on, because "eye candy" is an absolute black hole in development resources.
JavaMoo, if ever completed, will have functional, spartan graphics that only a true 4X enthusiast could love. Think along the lines of Civ1.
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macraig
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Under the overpass
Mar 2003 time: 21:23
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Ray K:
Hey, dude, you're duplicating efforts! Haven't you heard about the Free Orion project? It's intended to be an open-source MOO 2.5. DOZENS of people are already on-board. It's in the conceptualization phase now:
http://www.kgasj.net/ap/
http://sourceforge.net/projects/freeorion
I think your talents might be better exercised lending a hand with that rather than reinventing the wheel, eh?
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S1Genocide
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Planet Vegas
Aug 2002 time: 22:23
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Yes and may it stay Moo1 Java. I hope your still doing this man. I offer help If you want/need it.
Moo1 Java YAY!
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