Enjoying the active AI very much. However, I'd like to see a clarification concerning other ships in system (see an earlier thread of mine). Will that behavior be changed with the diplomacy system or will it stay? (If it will stay, I'll add a note to the quick play guide).
1) I don't see a 'make outpost' button or whatever it was supposed to be called.
2) In Pedia, it tells me 'capital unknown' for 2 AIs whose capitals I can plainly see on map.
3) Pedia again, systems list is full of 'Unexplored Region' and/or 'Deep Space' entries.
4) Will we see empire borders somehow on the map? My capital is surrounded by planets of 2 of the AIs...
Notes on rev 4994
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Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
- Geoff the Medio
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Re: Notes on rev 4994
???Zireael wrote:I'd like to see a clarification concerning other ships in system (see an earlier thread of mine). Will that behavior be changed with the diplomacy system or will it stay? (If it will stay, I'll add a note to the quick play guide).
See attached.1) I don't see a 'make outpost' button or whatever it was supposed to be called.
There's no espionage system, so you never get info about other empires, such as their capital.2) In Pedia, it tells me 'capital unknown' for 2 AIs whose capitals I can plainly see on map.
I see about the appropriate number of these... Each instance gets an entry.3) Pedia again, systems list is full of 'Unexplored Region' and/or 'Deep Space' entries.
Probably eventually, if and once "empire borders" are defined.4) Will we see empire borders somehow on the map? My capital is surrounded by planets of 2 of the AIs...
- Attachments
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- illustration of place outpost button
- place_outpost.png (74.53 KiB) Viewed 1484 times
Re: Notes on rev 4994
Clarifying a question: will ships of other players always block colonization or will it change with diplomacy options?
How do I build outpost ships then?
How do I build outpost ships then?
- Geoff the Medio
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Re: Notes on rev 4994
In 4999, colonization happens as ordered unless 1) multiple empires try to colonize the same planet on the same turn, or 2) an enemy empire has armed agressive ships in the same system that turn.Zireael wrote:Clarifying a question: will ships of other players always block colonization or will it change with diplomacy options?
Research Environmental Encapsulation. It takes 1 turn.How do I build outpost ships then?
- eleazar
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Re: Notes on rev 4994
As of this version, monsters can't hurt my ships. I can leave scouts or colony ships set to hostile in system with a Sentry, and the sit rep will report a battle but i never take damage. My warships can destroy monsters.
Some scripts are a few revisions more recent, but that shouldn't matter.
Enemy AIs can blow me up.
Some scripts are a few revisions more recent, but that shouldn't matter.
Enemy AIs can blow me up.
- Geoff the Medio
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Re: Notes on rev 4994
Should be fixed in SVN.eleazar wrote:As of this version, monsters can't hurt my ships. I can leave scouts or colony ships set to hostile in system with a Sentry, and the sit rep will report a battle but i never take damage. My warships can destroy monsters.
Re: Notes on rev 4994
There must be a bug, since I don't see the tech at all (I even started a new game to double-check).Geoff the Medio wrote:In 4999, colonization happens as ordered unless 1) multiple empires try to colonize the same planet on the same turn, or 2) an enemy empire has armed agressive ships in the same system that turn.Zireael wrote:Clarifying a question: will ships of other players always block colonization or will it change with diplomacy options?Research Environmental Encapsulation. It takes 1 turn.How do I build outpost ships then?
Re: Notes on rev 4994
There's a definite bug - playing as Trith, all planets have max pop of 0.0 regardless of their place on the famed wheel of habitability (apart from good planets). I researched all Growth techs.
- eleazar
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Re: Notes on rev 4994
Zireael wrote:There must be a bug, since I don't see the tech at all (I even started a new game to double-check).
That all works with the most recent script files.Zireael wrote:There's a definite bug - playing as Trith, all planets have max pop of 0.0 regardless of their place on the famed wheel of habitability (apart from good planets). I researched all Growth techs.
You can wait for the next binary, or swap in the latest specials.txt, species.txt, techs.txt, eng_stringtable.txt and share_macros.txt