Search found 12203 matches

by Geoff the Medio
Sun Jan 20, 2019 8:54 pm
Forum: Scripting & Balancing
Topic: How to add a variable to ships/parts?
Replies: 20
Views: 259

Re: How to add a variable to ships/parts?

Maybe we should give the general part class a (Max)Capacity and a SecondaryStat to allow for meters avoid this confusion? I'm reluctant to do that because it would mean that every ship with a design that has a General class part would then be carrying around two or four extra meter per (unique) Gen...
by Geoff the Medio
Sun Jan 20, 2019 8:47 pm
Forum: Scripting & Balancing
Topic: Can scripts detect which empires are AI-controlled?
Replies: 3
Views: 50

Re: Can scripts detect which empires are AI-controlled?

Morlic wrote:
Sun Jan 20, 2019 6:19 pm

Code: Select all

Not Human
should work, I suppose.
Yes; should work.
by Geoff the Medio
Sun Jan 20, 2019 8:36 pm
Forum: Other Game Design
Topic: Armed, Dangerous, Military, Weaponized
Replies: 4
Views: 77

Re: Armed, Dangerous, Military, Weaponized

As far as i got it Geoff wants to move more stuff into FOCS in the context of the targeting PR (or at least specify it using conditions). Pretty much. In the Condition Combat Targetting Branch , the targets a weapon can shoot at are specified by conditions scripted into the part definition. This in...
by Geoff the Medio
Sun Jan 20, 2019 8:29 pm
Forum: Programming
Topic: Python3 migration
Replies: 1
Views: 30

Re: Python3 migration

Cjkjvfnby wrote:
Sun Jan 20, 2019 4:57 pm
We have less than a year.
While I support migrating to Python3 as soon as it can be done, I don't think the end of support for 2.7 is necessarily a deadline to do.
by Geoff the Medio
Sat Jan 19, 2019 10:52 am
Forum: Scripting & Balancing
Topic: How to add a variable to ships/parts?
Replies: 20
Views: 259

Re: How to add a variable to ships/parts?

Does the Capacity condition work for querying the value from a ship part? If so is only SecondaryStat missing? ... No. I tried and Capacity does not work querying the value from a ship part. @geoff What is needed there - a ValueRef? There is a separate ShipPartMeter condition: https://github.com/fr...
by Geoff the Medio
Fri Jan 18, 2019 11:02 am
Forum: Scripting & Balancing
Topic: How to add a variable to ships/parts?
Replies: 20
Views: 259

Re: How to add a variable to ships/parts?

As far as I can tell, the biggest hurdle blocking scripters from making flexible use of part capacities is just that we don't have a ship-specific way of querying the current capacity of a part on that ship... The (apparent) lack of a way to access ship part meter values in FOCS is an oversight / u...
by Geoff the Medio
Thu Jan 17, 2019 4:08 pm
Forum: Scripting & Balancing
Topic: Can scripts access whether a ship has been damaged?
Replies: 11
Views: 136

Re: Can scripts access whether a ship has been damaged?

Ophiuchus wrote:
Thu Jan 17, 2019 2:46 pm
What you suggest is adding the "BADLY_INJURED" special without caring about capacity, right?
Yes.
by Geoff the Medio
Thu Jan 17, 2019 1:08 pm
Forum: Scripting & Balancing
Topic: Can scripts access whether a ship has been damaged?
Replies: 11
Views: 136

Re: Can scripts access whether a ship has been damaged?

You could record critical-damage in a special's capacity and make an effect which reduces maxstructure using that capacity. Or just have it be a binary flag, so that if the ship ever has less than 40% structure, it is permanently injured and thereafter receives a penalty to something: max structure...
by Geoff the Medio
Thu Jan 17, 2019 9:57 am
Forum: Scripting & Balancing
Topic: How to add a variable to ships/parts?
Replies: 20
Views: 259

Re: How to add a variable to ships/parts?

Ships have meters for (unique) part types in their design. There are effects to set those meters, such capacity and max capacity (which are actually the same meters as damage and max damage), and secondary stat and max secondary stat. https://github.com/freeorion/freeorion/blob/master/default/script...
by Geoff the Medio
Thu Jan 17, 2019 9:45 am
Forum: Scripting & Balancing
Topic: Can scripts access whether a ship has been damaged?
Replies: 11
Views: 136

Re: Can scripts access whether a ship has been damaged?

Telos wrote:
Thu Jan 17, 2019 2:25 am
Yeah, it would be a nice quality of life improvement to have the right-click menu that includes things like "Split fleet" also include an option to "Split off injured ships"...
It does...?
Split_Fleet_Commands.png
split fleet commands on fleet with damaged ships
Split_Fleet_Commands.png (64.38 KiB) Viewed 97 times
by Geoff the Medio
Thu Jan 17, 2019 9:39 am
Forum: Other Game Design
Topic: Diplomacy and happyness effects
Replies: 2
Views: 63

Re: Diplomacy and happyness effects

You could be able to share stockpile access, research points... These are both problematic to "share" because they are both allocated to priority queues and are limited, so there would need to be some way to prioritize between multiple empires' queues when doing production and research allocation, ...
by Geoff the Medio
Tue Jan 15, 2019 4:54 pm
Forum: General Discussion
Topic: How to help on the Influence&Government development for non coders?
Replies: 7
Views: 99

Re: How to help on the Influence&Government development for non coders?

-Art / icons for the existing policies
-Layout suggestions for the Government window
by Geoff the Medio
Tue Jan 15, 2019 1:00 pm
Forum: Programming
Topic: Species InterDesign Academy Research bugfix
Replies: 2
Views: 41

Re: Species InterDesign Academy Research bugfix

Oberlus wrote:
Tue Jan 15, 2019 12:11 pm
If you use git/github, you could send a PR to fix it
Or make an issue that identifies the problem.
by Geoff the Medio
Sat Jan 12, 2019 11:35 pm
Forum: Support
Topic: Savegame in progress error messages
Replies: 12
Views: 784

Re: Savegame in progress error messages

Thinker55 wrote:
Sat Jan 12, 2019 7:44 pm
I'm in single-player mode -- why would it be going to a server?
In a single-player game, the server process is running on the same machine as the interface and AI processes.