Search found 98 matches

by vorenhutz
Tue Jan 29, 2008 7:06 am
Forum: General Discussion
Topic: installation issue with 3.1 RC7
Replies: 12
Views: 2661

Re: installation issue with 3.1 RC7

No, because that would delete your saved games, which people might expect not to happen. Better would be, if parsing config.xml fails somehow, to revert to using the defaults that are used if there is no config.xml. This would require someone figuring out how to make than happen, though... or at un...
by vorenhutz
Tue Jan 29, 2008 6:57 am
Forum: General Discussion
Topic: gaaaaaaah
Replies: 4
Views: 1537

Re: gaaaaaaah

you can't kill anything with scouts or colony ships, so if you disable ai movement and leave your starting warship at home, you'll never run into the bug.
by vorenhutz
Tue Jan 29, 2008 12:33 am
Forum: General Discussion
Topic: installation issue with 3.1 RC7
Replies: 12
Views: 2661

Re: installation issue with 3.1 RC7

i had previously installed RC5. i attempted to install RC6, in a different directory to the previous install. the main menu loaded but the button images didn't - the console indicated that freeorion was looking in the wrong directory - the directory that RC5 was installed to. so i uninstalled every...
by vorenhutz
Tue Jan 29, 2008 12:29 am
Forum: General Discussion
Topic: gaaaaaaah
Replies: 4
Views: 1537

Re: gaaaaaaah

i "fixed" this by disabling the ai fleet movement:

in FreeOrion\default\AI\FreeOrionAI.py
comment out the line:
foaiint.IssueFleetMoveOrder(fleet_id, destination_id)

on the other hand you may think the cure is worse than the disease since the ais are back to doing nothing :)
by vorenhutz
Mon Jan 28, 2008 11:03 am
Forum: General Discussion
Topic: installation issue with 3.1 RC7
Replies: 12
Views: 2661

Re: installation issue with 3.1 RC7

i had previously installed RC5. i attempted to install RC6, in a different directory to the previous install. the main menu loaded but the button images didn't - the console indicated that freeorion was looking in the wrong directory - the directory that RC5 was installed to. so i uninstalled everyt...
by vorenhutz
Sun Oct 03, 2004 8:13 pm
Forum: General Discussion
Topic: Will Atari shut you guys down?
Replies: 14
Views: 3956

Atari can't even be bothered to acknowledge the guys who are slowly fixing moo3 by hacking the exe, and telling everyone on the atari boards about it. So I doubt very much they will do anything about FO, even if they may be within their rights to do so.
by vorenhutz
Fri Aug 20, 2004 1:06 am
Forum: Other Game Design
Topic: gameplay observations from v.2
Replies: 13
Views: 4599

The pop growth formula uses a growth parameter of 7.2%, so that pop doubles in ~10 turns (neglecting crowding effects). Also, crowding is new in v0.2, and reduces growth a bit compared to v0.1. I think the formula doesn't really need tweaking, just increase the growth parameter a bit, to double popu...
by vorenhutz
Thu Aug 19, 2004 11:29 pm
Forum: Other Game Design
Topic: What to do during turn processing?
Replies: 44
Views: 8704

The graphics guys seem very attached to their backgrounds (and since they look great, I can see why!). Why not just put them behind the starmap the whole time, on some sort of rotation, making them more opaque during turn processing? BTW like Daveybaby, I dislike the splashscreen idea mainly because...
by vorenhutz
Thu Aug 19, 2004 1:46 am
Forum: Other Game Design
Topic: What to do during turn processing?
Replies: 44
Views: 8704

This is a matter of personal taste I suppose, perhaps it should be optional, so people who like the wallpaper can have it :) To expand on why I suggested having controls disabled, it seems to me that that would create synchronisation problems... if something is going to happen later in the turn proc...
by vorenhutz
Wed Aug 18, 2004 10:18 pm
Forum: Other Game Design
Topic: What to do during turn processing?
Replies: 44
Views: 8704

What to do during turn processing?

I think the current splashscreen approach for turn processing could be improved. Completely obscuring the game during turn processing destroys immersion IMO. A small window announcing 'turn processing' would work better. Ideally, you would be able to view all the game screens but all controls would ...
by vorenhutz
Sat Jun 26, 2004 12:44 am
Forum: Programming
Topic: The Help Thread
Replies: 293
Views: 62367

You guys should both try using the free MS compiler. MS recently made the MSVC++ 7.x compiler free for download. The compiler is free, but the IDE (visual studio) is not. The free version has no support for projects, so is fairly useless, of itself, for compiling FO. Unless I'm missing some helpful...
by vorenhutz
Mon May 10, 2004 10:18 pm
Forum: Programming
Topic: requesting new windowskit.zip
Replies: 0
Views: 1555

requesting new windowskit.zip

Could someone please update windowskit.zip in the CVS? I'm interested in trying out some of the recent changes (animated planets, mp chat, etc). Some day I must work out how to compile GG :)
by vorenhutz
Wed Apr 14, 2004 10:20 pm
Forum: Other Game Design
Topic: Version .3 Buildings, Research, and such
Replies: 10
Views: 2162

Though as you suggested the production queue will have a problem. Imagine a project that is 100 turns or more. It would get to the point where you would have to scroll down very far to get to the bottom. This sort of problem is where you want to use a logarithmic rather than linear scale. It's a ch...
by vorenhutz
Wed Apr 14, 2004 9:18 pm
Forum: Other Game Design
Topic: Version .3 Buildings, Research, and such
Replies: 10
Views: 2162

Thanks for the research screen, it's a classic :)
by vorenhutz
Wed Apr 14, 2004 6:55 am
Forum: Programming
Topic: The Help Thread
Replies: 293
Views: 62367

I also have the problem with VarText. It can be fixed by moving the statement #include <boost/spirit.hpp> so that it's on line 2 instead on line 6 or whatever it is in CVS. Don't ask me why this works, but it does it for me. Also don't turn on optimisation, the compiler crashes. Compile errors to do...