Search found 12555 matches

by Geoff the Medio
Sat Jul 11, 2020 12:19 pm
Forum: Dev Blogs
Topic: I'm busy!
Replies: 60
Views: 42403

Re: I'm busy!

I'm on a road trip this week, so will be less available then normal.
by Geoff the Medio
Sun Jul 05, 2020 1:29 pm
Forum: Story
Topic: Species: Whumsoom
Replies: 9
Views: 157

Re: Species: Whumsoom

Could you explicitly state in your post that you release your contribution under the CC-BY-SA 3.0 license?

If there was an image, it looks like the image didn't attach. The forum can be glitchy with multiple attachments and previewing.
by Geoff the Medio
Fri Jul 03, 2020 3:11 pm
Forum: FreeOrion Project
Topic: 0.4.10 release
Replies: 51
Views: 2390

Re: 0.4.10 release

Vezzra wrote:
Fri Jul 03, 2020 1:59 pm
Anyone who wants to provide any kind of input for the changelog, please do so now.
Suggestions for Key Changes would be useful.
by Geoff the Medio
Fri Jul 03, 2020 9:56 am
Forum: Programming
Topic: State of ValueRefs Implementation
Replies: 8
Views: 125

Re: State of ValueRefs Implementation

I suppose adding another invariance flag or getter like these would be reasonable... named something like TopLevelContentIndependent() perhaps. That would return true if the ValueRef tree has no references to "CurrentContent" in it, meaning no ValueRef::Constant<std::string> with m_value == "Current...
by Geoff the Medio
Wed Jul 01, 2020 7:24 am
Forum: Scripting & Balancing
Topic: Excruciating FOCS doubts
Replies: 18
Views: 739

Re: Excruciating FOCS doubts

LienRag wrote:
Wed Jul 01, 2020 3:34 am
Where are the log files?
see: https://www.freeorion.org/index.php/Config.xml

FOCS parse errors are also output to stdout when launching the client.
by Geoff the Medio
Tue Jun 30, 2020 3:47 pm
Forum: Scripting & Balancing
Topic: Excruciating FOCS doubts
Replies: 18
Views: 739

Re: Excruciating FOCS doubts

If you script something and it doesn't appear in game, first thing to do is check the client log file for relevant errors. If I paste your script into ST_COATING.focs.txt and put it in the scripting/ship_parts/stealth directory, then start the client, the log contains: 17:34:12.876545 {0x00005aa8} [...
by Geoff the Medio
Fri Jun 26, 2020 11:32 am
Forum: Programming
Topic: State of ValueRefs Implementation
Replies: 8
Views: 125

Re: State of ValueRefs Implementation

each node in the valueref tree gets this set top down, correctly? And this is set once per value ref as opposed to being set dynamically before evaluation? Yes. Each valueref or condition or effect has a SetTopLevelContent function that is called when its containing content is initialized. That cal...
by Geoff the Medio
Wed Jun 24, 2020 5:58 pm
Forum: Programming
Topic: State of ValueRefs Implementation
Replies: 8
Views: 125

Re: State of ValueRefs Implementation

I am not aware of ValueRefs can return the name of that top level content - do you have an example? Not sure exactly what you want to see, but: https://github.com/freeorion/freeorion/blob/master/universe/ValueRefs.cpp#L445 You are concerned of multiple owners, but I want a (deep) copy, so there wou...
by Geoff the Medio
Tue Jun 23, 2020 8:18 pm
Forum: Other Game Design
Topic: Proper lose conditions
Replies: 15
Views: 322

Re: Proper lose conditions

Oberlus wrote:
Tue Jun 23, 2020 6:18 pm
... that can be avoided by using LienRag's idea of a countdown when a empire has no population, adjustable via a game rule...
Perhaps, but that's not an option for v0.4.10, as noted above.
by Geoff the Medio
Tue Jun 23, 2020 8:13 pm
Forum: Programming
Topic: State of ValueRefs Implementation
Replies: 8
Views: 125

Re: State of ValueRefs Implementation

some valuerefs get parsed multiple times (e.g. fuel tanks are parsed four times, reinforced hull tech gets parsed only once) - is this by design or wrong? What is a "valueref" in this context? There are no lists of ValueRefs that just get parsed... they're all attached to content like techs or ship...
by Geoff the Medio
Tue Jun 23, 2020 5:45 pm
Forum: Other Game Design
Topic: Proper lose conditions
Replies: 15
Views: 322

Re: Proper lose conditions

But I prefer to not implement death flag support in 0.4.10. Yes; for v0.4.10 there should be, as now, a simple loss condition based on the immediate gamestate. That is currently no planets owned and no ships owned. https://github.com/freeorion/freeorion/pull/3068 makes it no population and no ships...
by Geoff the Medio
Tue Jun 23, 2020 4:57 pm
Forum: Other Game Design
Topic: Where to anchor a global, empire-less effect?
Replies: 4
Views: 189

Re: Where to anchor a global, empire-less effect?

And what if we want an effect for an unowned outpost? Like a native planet bombarded to zero pop. An unowned outpost isn't a thing. If it had an owner, it would be an outpost for that empire. If it had population but was still unowned, it'd be a neutral native-populated planet. Unowned and no popul...
by Geoff the Medio
Mon Jun 22, 2020 5:28 pm
Forum: Other Game Design
Topic: Proper lose conditions
Replies: 15
Views: 322

Re: Proper lose conditions

I'm content to go with whatever reasonable elimination condition is the most popular or for which consensus is reached... be that having no populated planets or ships, no populated planets or colony ships, no populated planets, or something slightly more complicated like no populated planets for 3 t...
by Geoff the Medio
Mon Jun 22, 2020 1:10 pm
Forum: Other Game Design
Topic: Proper lose conditions
Replies: 15
Views: 322

Re: Proper lose conditions

Voker57 wrote:
Sun Jun 21, 2020 9:18 pm
I propose for an empire to be declared defeated and all its outposts being dropped when it loses all population.
"loses all population" means "has no populated planets and no colony ships", presumably?
by Geoff the Medio
Sat Jun 20, 2020 4:50 pm
Forum: Other Game Design
Topic: Where to anchor a global, empire-less effect?
Replies: 4
Views: 189

Re: Where to anchor a global, empire-less effect?

Similar effects are attached to hulls, occasionally set up to only use the hull as a source if the ship isn't owned by an empire.