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Messages - Dav3xor

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1
Other Games / Re: Dave's Galaxy
« on: August 08, 2012, 06:10:01 PM »
I really don't see that happening very often, so it must be annoying enough to stop it.

2
Other Games / Re: Dave's Galaxy
« on: August 07, 2012, 09:50:48 PM »
I've added a couple advantages to new players -- capital defense (the red dashed ring), and reduced costs for ships.  I'll also be adding some damping factors for older empires. 

Yeah, lots of people have multiple accounts -- I don't love it, but trying to stop people from doing it is basically impossible (well, it would limit multiple accounts to people who are clever-er than most), so I only allow random initial placement, etc...  Which at least keeps most of the multiple accounts from joining up.

3
Other Games / Re: Dave's Galaxy
« on: August 06, 2012, 08:37:30 AM »
I actually grabbed the majority of them.

True.

4
Other Games / Re: Dave's Galaxy
« on: August 05, 2012, 08:24:18 PM »
hi dave. did you end up grabbing most of my old planets (after i started the war and stopped playing)? XD

Haha, I grabbed a lot of them, but turning the corner on your PD thicket took time.  :)  Then DireKoala attacked right before the reset.  Everyone was out to get me.   Hmpf.  :)

This iteration, I have a bit of a Hatch problem.  :)

5
Other Games / Re: Dave's Galaxy
« on: August 05, 2012, 08:21:30 PM »
Ah, the infamous Dave himself!

Its a grand pleasure to see you here - quite a game you've got going! Yet it still holds so much potential! Is it still actively being developed much like Battlemaster, or has it reached its gameplay plateau? I've only recently joined so I cannot give a proper opinion as I've barely touched upon the many possibilities inherent within the game's system. :-) Cheers!

Always adding new stuff, keeps the game interesting if anything else.  Plus, I have a looong list of things I still want to do.

6
Other Games / Re: Dave's Galaxy
« on: August 05, 2012, 08:20:32 AM »
Hehe, the ship cost changing as you go up in society level came in with the reset.

Hey everyone!   haven't been here in a while.  :)

7
Other Games / Re: Dave's Galaxy
« on: March 08, 2012, 01:02:19 AM »
Re: piracy -- I think something in the last turn fix messed with piracy, I need to sort it out.  It is working, but there's something stopping it from happening frequently (might be the at-war thing mentioned above, might be a couple other things I've seen), should be fixed soon.

Have a new upgrade going up -- the map will show damaged planets, and color PD's differently depending on whether you are at war with the owner or not (and a few other things, but those are the biggies)

8
Other Games / Re: Dave's Galaxy
« on: March 04, 2012, 12:45:44 AM »
Only in quantaloos. Make it cut into steel production in a significant manner and it'll be a strategic decision instead of a build it everywhere and forget it sort of thing. No need for complex code to decide which PD hits a fleet and which ignores a fleet.

So I'll set it to 5000 steel a turn, and watch the screaming start....

9
Other Games / Re: Dave's Galaxy
« on: March 03, 2012, 11:48:28 PM »
Just don't let PD overlap have an effect.

Would it be hard to code something saying that "a fleet can only be shot by 1 PD per turn"?

So the incentive would be, rather than to make overlapping PD, make tangential PD.

Hmmm...  PD is pretty expensive already, and it's not very effective at the limits of it's range - I like things that make tradeoffs you have to think about.  How close do you weave your fleets through a maze of stuff to attack your neighbor, etc.  Maybe I could make it so that overlapping PD's cancel each other out...  that'd be a lot of computational geometry to do, especially in Heirulf-Space...

10
Other Games / Re: Dave's Galaxy
« on: March 03, 2012, 11:40:34 PM »
heh.. think i lost like 3 or 4 planets so far and took 1.

Haha, I was thinking that you were winning (I swear I see more weight to your fleets than mine...)

11
Other Games / Re: Dave's Galaxy
« on: March 03, 2012, 08:41:18 PM »
yay... pds going up on both sides.... XD

guess i'll stick a few more on and then go inactive after those ships all die... heh

Hehehehehe, thinking about reducing the effective radius of pd some, maybe to 3 units from 4.  Does seem to be a little egregious.  Thanks for attacking me actually, I haven't been involved in a war in a long time.  :)

12
Other Games / Re: Dave's Galaxy
« on: February 27, 2012, 11:38:10 PM »
heh.. you sent ships at my planets.. i merely sent a load out on circular trips (as mostly pirates...) around yours... XD

actually.. i was going to quit. so i killed all my pd (bit of a pain, because i need to look up every planet in case there are some pd still being built) for merc to grab them.. going to take a while...

which is why you can send ships out....

Haha, you were the one who declared war -- isn't next week fleet week?  I was just visiting..  Plus, I have these charred remains of a radio station on our mutual border -- clearly sabotage.

13
Other Games / Re: Dave's Galaxy
« on: February 27, 2012, 03:33:47 AM »
heh... war with dave XD

You are entering a world of pain my friend.

14
Other Games / Re: Dave's Galaxy
« on: February 22, 2012, 04:46:02 AM »
Getting to the score boards is relatively easy. I was doing just fine when all I did was peacefully expand, but that gets boring and Hierulf was putting a death grip on me. So I went to war and it all sort of blew up when you had 10 times more things to worry about.

The first time I lost a planet to Hierulf I spent 15 minutes just looking for where that planet was since it was a complete surprise it was taken. There's no obvious easy way to find a planet that isn't yours anymore.

Finding newly taken planets from your planet list is a chore as well when you have 90 pages of planets. A simple search box would be nice or even if you made the planet names in the in-game turn report clickable and then had the map center on that planet. Heck, if you even put in a option to set default society levels when to start building stuff on all you planets it'd be even nicer(like, society level 11 - start Long Range Scanner 1, Society level 20 - Start Long Range Scanner 2, Society level 70 - Start Mind Control etc.).

Honestly, I don't mind the script people, but the user interface really could be more friendly to those who don't have the inclination to run them. Right now it's a nightmare to try and manage things by hand if you try to do anything else but spam out arcs.


Yeah, I want to do all this, but I've been putting out fires, haven't had a lot of chances to fix the UI stuff I really want to fix.  Getting there slowly.

15
Other Games / Re: Dave's Galaxy
« on: February 21, 2012, 11:45:32 PM »
:) Errr, haven't posted here in a while, apologies.

The heart of all the trade issues is the pricing algorithm, I've found what I think the bug is, and it should be fixed very soon.

Scripts -- Yeah, I don't know..  The nature of my game is that it's scriptable, and I can either get super angry at people who write scripts, and make their lives miserable, or I can go with it and see what happens.  Several people like that aspect, and I flipped the coin, and decided "scripts ok!".  Zootcat isn't a programmer, and as far as I know he's not using scripts, and he's towards the top of most of the scoreboards.

I apologize for experimenting with the game all the time, I'm just trying to find the mix of stuff.  If your empire is too ungainly, and you want to start over, I'm more than happy to restart anyone who wants it -- there are still plenty of stars left in the galaxy, even with Heirulf and Ik spamming arcs all over the place.

And I'm working on making it better!  :)

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