Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dav3xor

Pages: 1 [2] 3 4 ... 6
16
Other Games / Re: Dave's Galaxy
« on: January 25, 2012, 10:56:21 PM »
Yeah, I need to add some more support for pirating -- if you capture ships, the captured ships should head towards the pirate's home port, and if you capture goods, you should be able to sell them at a friendly port.

Also, the connections are a little wierd right now, will fix ASAP.

I've had some much bigger fish to fry at the moment unfortunately.  :)

17
Other Games / Re: Dave's Galaxy
« on: January 13, 2012, 12:25:06 AM »
Dav3xor@gmail.com -- dave@davesgalaxy works, but I don't check it as often.

18
Other Games / Re: Dave's Galaxy
« on: January 12, 2012, 05:23:02 PM »
So far the "allies" are mysterious. I see IceHouse sending fleets, but I can't see anything else. Could be they are still sending fleets into the area, could be they don't exist I'm not really sure.

This sounds like a lovely little war, if people are interested in sending me screenshots, I'll keep them around for my collection (and maybe post them in a month or two, with permission.)  I'd like to build a museum or something for the game eventually...


19
Other Games / Re: Dave's Galaxy
« on: January 07, 2012, 12:58:42 AM »
Yeah, any of those will work, there'll be a big announcement if any of that changes.

20
Other Games / Re: Dave's Galaxy
« on: January 06, 2012, 10:02:50 PM »
eh.... question... do i leave a fleet on planetary defense if i'm using it to capture a world? how come i can't select it when clicking on the planet? (it's on the target planet) - can select if i click empty space nearby and pick from "nearby fleets" list...

Fixed in dev, should go up on the server soon.

21
Other Games / Re: Dave's Galaxy
« on: January 06, 2012, 06:47:28 PM »
Turn's running very late today.

Dave's sleeping in very late today.  ;)

22
Other Games / Re: Dave's Galaxy
« on: December 24, 2011, 09:13:28 PM »
Or do what we all suggested a while ago.

Have scaling penalties to productivity/capitulation chances based on empire sizes. Bigger empires have penalties to productivity and capitulation chances, smaller empires have bonuses.

Getting there..  I'm working on UI improvement while the last changes I made to game mechanics sort themselves out and I can make adjustments with the next ones.  :)

23
Other Games / Re: Dave's Galaxy
« on: December 24, 2011, 05:45:40 PM »
You're currently ranked #2 for BM players in the game... what does that say about you? :P

Crap -- I really meant the "10 minutes a day!" part of the tagline, but the only way to really force that would be to have strict limits on empire size, etc.  And I really do like the limitless aspect of the game...  It's fun to be able to build as many fleets as you want, etc.

I should add checkboxes for "automatically start these upgrades at society level...", so the larger players don't have to deal with starting the same upgrades on all their planets, etc...  Also better fleet/planet lists, but I'm not sure how efficacious that will be really.  Maybe a search would be better, but a good search practically turns into writing queries -- i.e. "all planets with society level > 10 and mindcontrol not in upgrades and...."  Which doesn't sound like a lot of fun for me, or the player...

24
Other Games / Re: Dave's Galaxy
« on: December 24, 2011, 01:08:11 AM »
With new resource caps, his inability to manage all of his regions effectively will hurt him: he'll have plenty of planets idling.

Hehe, maybe my poor support for larger empires is actually a good thing.  It's a limiting factor in and of itself.

25
Other Games / Re: Dave's Galaxy
« on: December 23, 2011, 01:25:39 AM »
so it's you who killed dave's server?!

To be fair, there's quite a few people who've written scripts -- it was a combination of scripts, and sector serving taking up huge amounts of cpu and memory (if you zoomed out, you'd use up 40% of memory on the server).

Using scripts will get a lot easier when I put up the API -- if you don't mind waiting a bit.

26
Other Games / Re: Dave's Galaxy
« on: December 22, 2011, 12:02:51 AM »
Sounds like PD is just about right -- forces you to think a little bit...

Also, someone mentioned this, but I think it's worth repeating -- PD can only shoot at you if they can see you, so if there's a hole in the sensor rings, you can get a lot closer, or even bypass the PD altogether. 

27
Other Games / Re: Dave's Galaxy
« on: December 17, 2011, 01:07:51 AM »
So, I fixed the slowness issue -- if you already have the game up you'll want to do a reload in the browser.

You can all continue zooming out again.  And thank you for your patience.  :)

28
Other Games / Re: Dave's Galaxy
« on: December 16, 2011, 01:59:16 AM »
Whatever money they get from selling that small cargo of steel when they're first created is what I think is too small. Maybe it would make more sense for the merchant ships to take whatever cargo is most abundant on the colony where the merchant was created, instead of only taking steel?

Or maybe even letting the user pick the cargo? That way the merchant fleets can be put to some strategic trade instead of just being left to their own devices moving random resources.

They pick the best commodity for whatever destination they are bound for.  If the fleet is still in port, you can set it for different destinations, and it will pick a new commodity.

29
Other Games / Re: Dave's Galaxy
« on: December 15, 2011, 04:14:07 PM »
Yup, higher population cap now.

I also bumped steel production up a bit, and I changed ship pricing around a little bit so it shouldn't be as important as before.

30
Other Games / Re: Dave's Galaxy
« on: December 15, 2011, 04:31:47 AM »
YES! For the 100th time, yes!

Resource production is now logarithmically capped, you have planets that are over the cap.  If you spend enough of those resources to get under the cap, they'll start producing again.

Pages: 1 [2] 3 4 ... 6