FreeOrion

Forums for the FreeOrion project
It is currently Sat May 18, 2013 1:41 pm

All times are UTC




Post new topic Reply to topic  [ 81 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
Author Message
 Post subject: Re: Basic Outposts
PostPosted: Fri Jun 15, 2012 12:35 am 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3692
Location: USA — midwest
Bigjoe5 wrote:
marhawkman wrote:
question: how does that interact with Phototrophic?

I'm not sure what you mean... If a planet has a target population of 0, it has a target population of 0, regardless of the metabolism type of the inhabiting species

Or at least it will if we script the effects correctly...

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Fri Jun 15, 2012 10:24 am 
Offline
Programmer and Packager
User avatar

Joined: Wed Nov 16, 2011 12:56 pm
Posts: 761
Location: Sol III
Ok, just for clarification: does current pop or target pop determine "outpost"/"colony" status?


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Fri Jun 15, 2012 8:10 pm 
Offline
Programming, Design, and De Facto Lead
User avatar

Joined: Wed Oct 08, 2003 1:33 am
Posts: 7884
Location: Vancouver, BC
Vezzra wrote:
Ok, just for clarification: does current pop or target pop determine "outpost"/"colony" status?
At present, neither. To-be-written content that defines "outpost" will determine the answer to that... I suspect current population would be the relevant number, though.


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Sat Jun 16, 2012 1:47 am 
Offline
Vacuum Dragon
User avatar

Joined: Fri Jan 20, 2006 9:34 pm
Posts: 938
Location: GA
Bigjoe5 wrote:
marhawkman wrote:
question: how does that interact with Phototrophic?

I'm not sure what you mean... If a planet has a target population of 0, it has a target population of 0, regardless of the metabolism type of the inhabiting species
This might have changed since the last time I DL'd a new version, but the last version I Dl'd gave you a target Pop boost based on star type if you had Phototrophic.

_________________
Computer programming is fun.


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Sat Jun 16, 2012 1:53 am 
Offline
Designer and Programmer
User avatar

Joined: Tue Aug 14, 2007 6:33 pm
Posts: 1769
Location: Orion
marhawkman wrote:
Bigjoe5 wrote:
marhawkman wrote:
question: how does that interact with Phototrophic?

I'm not sure what you mean... If a planet has a target population of 0, it has a target population of 0, regardless of the metabolism type of the inhabiting species
This might have changed since the last time I DL'd a new version, but the last version I Dl'd gave you a target Pop boost based on star type if you had Phototrophic.

Yes... And if your target population is still 0 after that boost, you will have a planet on which you can build an outpost.

_________________
Warning: Antarans in dimensional portal are closer than they appear.


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Tue Jun 19, 2012 2:02 pm 
Offline
Vacuum Dragon
User avatar

Joined: Fri Jan 20, 2006 9:34 pm
Posts: 938
Location: GA
The question was about what happens if you use an outpost module at a blue star(etc..) Phototrophic would add a lot to that location.

_________________
Computer programming is fun.


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Tue Jun 19, 2012 3:37 pm 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3692
Location: USA — midwest
marhawkman wrote:
The question was about what happens if you use an outpost module at a blue star(etc..) Phototrophic would add a lot to that location.

Nothing. (Once the new scripts are squared away)
Phototrophic should allow population on a planet that would otherwise support zero.

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Tue Jun 19, 2012 4:52 pm 
Offline
Space Dragon
User avatar

Joined: Sun Sep 25, 2011 2:51 pm
Posts: 264
I'm wondering if there would be a strategic advantage to having outpost instead of colony, and would the auto-upgrading (once a growth boost becomes available) to colony status be an annoyance.

_________________
[...] for Man has earned his right to hold this planet against all comers, by virtue of occasionally producing someone totally batshit insane. - xkcd


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Thu Jun 21, 2012 7:36 am 
Offline
Programming, Design, and De Facto Lead
User avatar

Joined: Wed Oct 08, 2003 1:33 am
Posts: 7884
Location: Vancouver, BC
em3 wrote:
...would [zero-population colonies growing automatically] be an annoyance.
The growth rate formula [edit]is[/edit] implemented as a fraction of the current population. In that case, if a colony has zero population ("is an outpost"), it will never grow, as 0 * finite_number = 0, regardless of what its target population is, or whether the target changes.


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Mon Jul 02, 2012 5:53 pm 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3692
Location: USA — midwest
Has there been any other developments since the last post in the Outpost area?
I'm back from vacation, and i'll take a look at polishing up the scripting first.

The latest OsX binary is 4932, about 30 commits behind, but browsing through the commit log, it doesn't look like any of it applies to outposts.
EDIT: Never-mind, Vezzra uploaded a new binary just now.

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Mon Jul 02, 2012 10:51 pm 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3692
Location: USA — midwest
OK, been messing around with it.
It seems that "Colony" type parts with a capacity of zero (i.e. outpost modules) don't work. You can build ships with them, and attempt to colonize a planet. The interface works up to the point where you hit the "colonize" button, but when you end the turn nothing changes. The interface still acts like you just hit that button, green flag and everything. No outpost is actually built.

For now i can get around it by building a "capacity = .000001" part, but that's not desirable, as on a decent planet that would turn into a colony with countable population.

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Mon Jul 02, 2012 10:53 pm 
Offline
Programming, Design, and De Facto Lead
User avatar

Joined: Wed Oct 08, 2003 1:33 am
Posts: 7884
Location: Vancouver, BC
eleazar wrote:
It seems that "Colony" type parts with a capacity of zero (i.e. outpost modules) don't work. You can build ships with them, and attempt to colonize a planet. The interface works up to the point where you hit the "colonize" button, but when you end the turn nothing changes. The interface still acts like you just hit that button, green flag and everything. No outpost is actually built.
I don't think I actually tested that case... I was mainly concerned with being able to colonize zero-target-population planets, and retain control of depopulated colonies.

Edit: Should be fixed in SVN. Hopefully one can colonize zero target population planets and/or colonize with zero capacity colony ships, and hopefully the ability of species to colonize is still respected properly. At present I think this means that species that can't colonize can't make any colonies, including zero-population colonies, even though such a colony has no species on it, but I think this is OK.


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Tue Jul 03, 2012 3:35 am 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3692
Location: USA — midwest
Geoff the Medio wrote:
Edit: Should be fixed in SVN.

Thanks.


Further enquiry.
It looks like now a colony or outpost can be built at any planet, GG or asteroid field. It is possible to limit the founding of colonies via scripts?


Also, i planted a colony on a lousy world and watched it die. The production of research started falling after population reached 0, but persists for several turns afterwards before research dries up completely.

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Tue Jul 03, 2012 4:06 am 
Offline
Programming, Design, and De Facto Lead
User avatar

Joined: Wed Oct 08, 2003 1:33 am
Posts: 7884
Location: Vancouver, BC
eleazar wrote:
It is possible to limit the founding of colonies via scripts?
Don't know what you mean; could you be more explicit / detailed?
Quote:
Also, i planted a colony on a lousy world and watched it die. The production of research started falling after population reached 0, but persists for several turns afterwards before research dries up completely.
That's expected... In terms of game mechanics, the research meter moves towards the target research, which was presumably 0 after the colony depopulated, but won't get there immediately (on its own).


Top
 Profile  
 
 Post subject: Re: Basic Outposts
PostPosted: Tue Jul 03, 2012 4:18 am 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3692
Location: USA — midwest
Geoff the Medio wrote:
eleazar wrote:
It is possible to limit the founding of colonies via scripts?
Don't know what you mean; could you be more explicit / detailed?

For instance if i wanted to prevent the construction of new colonies on hostile/uninhabitable planets unless the "environmental encapsulation" tech was researched.

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 81 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group