Re: Issues in 0.4 RC 2
Posted: Mon Jul 30, 2012 5:40 pm
What can we tell you more than "this is something we intend to do"?Zireael wrote:Speaking of this long-intended feature, will it ever get done?
What can we tell you more than "this is something we intend to do"?Zireael wrote:Speaking of this long-intended feature, will it ever get done?
"Patches welcome!"eleazar wrote:What can we tell you more than "this is something we intend to do"?Zireael wrote:Speaking of this long-intended feature, will it ever get done?
I suppose we should comment out the remote terraforming tech until it works again.sjolley wrote:I just loaded FreeOrion 04.1 RC2 and find a couple of items that puzzle me. I notice that you can't remote terraform (even if you have the tech) plants that should be able to be terraformed, but only have an outpost on them. You have to send a colony base/ship there first.
Orbital Habitation says: "If this planet is inhabitable, increases the population capacity to by 5."sjolley wrote:The second item is I can't send a colony ship/base to a gas giant or asteroid belt even if I have learned Orbital Habitation. Are these expected behaviors? If so the descriptions on these techs should be changed.
Wait, so this only applies to colonies?eleazar wrote:Orbital Habitation says: "If this planet is inhabitable, increases the population capacity to by 5."sjolley wrote:The second item is I can't send a colony ship/base to a gas giant or asteroid belt even if I have learned Orbital Habitation. Are these expected behaviors? If so the descriptions on these techs should be changed.
That is exactly what it does.
It only applies to planets where you could have a colony.Saintrl wrote:Wait, so this only applies to colonies?eleazar wrote:Orbital Habitation says: "If this planet is inhabitable, increases the population capacity to by 5."sjolley wrote:The second item is I can't send a colony ship/base to a gas giant or asteroid belt even if I have learned Orbital Habitation. Are these expected behaviors? If so the descriptions on these techs should be changed.
That is exactly what it does.
I want to second that.eleazar wrote:I think it is important enough to go in the menu bar at the top of the screen.Geoff the Medio wrote:They're shown in the encyclopedia entry for the player's empire. Not ideal, but there.Bigjoe5 wrote:A more pressing need is for the player to actually be able to see the value of his empire meters.
You probably did that already, but just to be sure: Have you tried to restart your computer? Because my first guess would be that maybe the server process hangs and cannot be restarted.Zireael wrote:I wanted to test the game some more, but I am getting a "timed out while attempting to connect to server" message... Nothing changed between my last post and now...
Sometimes deleting the preferences fixes that for me-- but it may be different for me, since i usually change the content between launching the application.Zireael wrote:I wanted to test the game some more, but I am getting a "timed out while attempting to connect to server" message... Nothing changed between my last post and now...
If you want to rename "Passive" to "Stealthy", that's fine...eleazar wrote:"Aggressive"
rename "Normal" or "Standard"
Change icon to something
Tooltip: Fleet blockades enemy empires and initiates battles with any enemy targets in its system.
"Passive"
rename "Stealthy" or "Hide"
Change icon to something similar to stealth meter icon
Tooltip: Fleet will not blockade or initiate battle and will attempt to stay hidden.
It's a known issue now, and should be resolve eventually, but the display of such systems and planets isn't going to change before v0.4.1.Zireael wrote:Once again, I must complain about the display of very high-stealth systems.