Search found 98 matches
- 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...
- 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.
- 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...
- 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
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
- 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...
- Sun Oct 03, 2004 8:13 pm
- Forum: General Discussion
- Topic: Will Atari shut you guys down?
- Replies: 14
- Views: 3956
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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
- 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...
- Wed Apr 14, 2004 9:18 pm
- Forum: Other Game Design
- Topic: Version .3 Buildings, Research, and such
- Replies: 10
- Views: 2162
- 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...