a.k.a. wrote:
1) The AI engine still isn't working. Again, I'm running Windows 7 x64. The program runs just fine otherwise. I renamed python25.dll and copied python26.dll to the folder, renaming it python25.dll. The aliens just sit in the starting position and build nothing, even after 30 or so turns.
Could you post the contents of AI_1.log from the same folder as discussed on
this page.
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2) In lieu of a tough opponent, I would be willing to play several different players (pitting them against each other in a solitare game). But currently the multiplayer game seems to be set up to require a network -- there's no interface to allow multiple players to play from the same terminal -- which is going to be a limitation on multiplayer fun anyway, if two friends get together at the same house to take on friends at another location.
You can have two clients running on the same computer, and alt-tab between them. You can also play a game against eachother without net access by starting a server with one and joining with the other.
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1) Galaxies of the same size take precisely the same configuration from game to game. The AIs also live in exactly the same systems.
In the current releases there is no randomization in galaxy setup, which makes testing easier. If you want a different galaxy, just increase or decrease the number of stars by one.
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If this is not in the roadmap as a feature that will change, it'll be a disappointment. The most enjoyable part of Civilization is that it's a game of exploration, not just of conquest. I'm half concerned that if I scale up to larger galaxies of the same shape, the smaller galaxy will replicate itself as a subset of the larger system population.
In the current builds, that might actually happen, but the starlanes will be different and you'll start in a different location, so you probably won't notice. For non-testing releases, we'll turn on randomization, though.
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a) A way for the player to mark/flag certain systems with color-coded flags (like post-its). (This would help with things like finding the system you passed up some turns back that has that rare "huge terran" planet that a player wants to colonize when his next ship is built.)
Similar suggestions have been made on the forums. I don't have a thread link, but a bit of searching should find it.
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b) A way for systems (not merely planets within systems) to be renamed.
This has also been suggested, but won't be done for various reasons that have also been discussed on relevant threads.
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c) "Pulsing" graphics around the object one is dealing with. This would make it easier to find the system on the map through the drop-down list of systems. Currently the active system is hard to locate visually. Same with ships.
There are selection indicators on the map, though they don't pulse.
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3) I'd like to make a long-range map suggestion (for v2.0-3.0). There is no exploration game that plots space in galactic coordinates, 3-dimensionally.
MOO3 does. It was decided early on that FreeOrion wouldn't.
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The view of cued production does not identify the particular planet that is producing a ship or building.
The latest SVN version does.
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Specifically, craft without sensors (optical or radar) function just as well in combat as those with sensors.
The combat system is in the midst of being completely redone.
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Someone else mentioned that the cryogenic pods carry just as few settlers as the normal pods.
Different pods start colonies with different populations in the latest SVN version.
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3) As mentioned, once a custom ship design is saved, it cannot be deleted, which clutters the list if you screwed up in naming or configuring the ship design.
Again, missing feature that has been discussed repeatedly on the forums.
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1) As mentioned, it would be most helpful if there were text added to the lists and tech tree icons that allow the player to see what the concrete effects (applications/refinements) of particular developments are, without having to read the entire long description. (For instance, "+ farming" or "+ mining"). The options are far too detailed to make it easy to remember without these cues.
The list has short descriptions like "Improves farming" on them. The tree doesn't, but there are the same short descriptions at the top of the description panel for the selected tech.
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1) It would be nice to have binary systems, variable star systems, dwarfs, carbon stars, supernovae remnants, and star nurseries. In addition, it might be cool to see high-energy radiation that poisons systems within a particular distance (quickly or slowly) or disrupts sensors on a shorter range basis.
There are black holes and neutron stars, but we don't have any plans to add multiple star systems or moons or other complicated astrological phenomena. They could eventually be added but it's not a priority now.