Search found 607 matches

by em3
Thu Jan 09, 2020 6:50 pm
Forum: Other Game Design
Topic: New species trait: hull engineers
Replies: 13
Views: 423

Re: New species trait: hull engineers

Should drydock at a bad engineering species planet fix ships of other species only partially? :wink:
by em3
Tue Jan 07, 2020 10:35 am
Forum: Other Game Design
Topic: New species trait: hull engineers
Replies: 13
Views: 423

Re: New species trait: hull engineers

Theme wise it works because the engineers need to be On the ship to maintain it, just like the pilots have to be there to operate it. And because they are sharing the same environment, they must be the same species. I mean, it's not like the same people that built a ship will be maintaining it? The...
by em3
Mon Jan 06, 2020 12:18 am
Forum: Other Game Design
Topic: New species trait: hull engineers
Replies: 13
Views: 423

Re: New species trait: hull engineers

This makes very little sense thematically. Couldn't, in a multi species empire, another species be used to make ships that aren't crap for the good pilots species? Maybe make this about the species recklessness vs cautiousness? Cautious species would use more durable (and more expensive) variations ...
by em3
Fri Jan 03, 2020 11:17 am
Forum: Other Game Design
Topic: Missile/Projectile Weapons
Replies: 55
Views: 946

Re: Missile/Projectile Weapons

The only solution I can think of is that the missiles that have no valid target (that is, all enemy targets were destroyed and/or incapacitated during first bout) should be recoverable after combat.
by em3
Thu Jan 02, 2020 10:30 pm
Forum: Other Game Design
Topic: Missile/Projectile Weapons
Replies: 55
Views: 946

Re: Missile/Projectile Weapons

There is one problem with exhausting missiles and current combat system. Enemy empire could harass a fleet using a single scout. The fleet would fire all the missiles allowed by their launch capacity on turn one. This overkill is okay for weapons with non-depleting ammo. But for missiles it would me...
by em3
Sun Nov 17, 2019 5:51 pm
Forum: Other Game Design
Topic: Changing low planet density even lower
Replies: 16
Views: 1510

Re: Changing low planet density even lower

How about changing the settings into:
  • Empty systems: None, Few, Average, Many
  • Planets in system: Few, Average, Varied, Many
This would be more verbose.

Average means, that most systems would have the same number of planets, while Varied means between Few and Many per system.
by em3
Tue Nov 05, 2019 11:11 am
Forum: Scripting & Balancing
Topic: The Starlane Nexus
Replies: 16
Views: 1869

Re: The Starlane Nexus

Definitely looks better.
by em3
Sat Oct 12, 2019 7:32 am
Forum: Play-Testing Feedback
Topic: Weapon update timing (turn processing order)
Replies: 15
Views: 2169

Re: Weapon update timing (turn processing order)

Consider a board game analogy - you don't discard cards down to your hand's size between turns, but at the end of your turn.
by em3
Sat Oct 12, 2019 7:18 am
Forum: Play-Testing Feedback
Topic: Weapon update timing (turn processing order)
Replies: 15
Views: 2169

Re: Weapon update timing (turn processing order)

I think the mismatch comes from the client concept of turn (you press next turn and then you get a new result) and the technical concept of turn (the moment turn increase happens). Well a lot of the processing happens between turns (by which i mean after a player has pressed the 'Next Turn' button ...
by em3
Mon Oct 07, 2019 9:07 pm
Forum: General Discussion
Topic: Double option?
Replies: 1
Views: 1413

Double option?

In Options dialog, under UI tab, in Content Descriptions section there's "Situation reports with errors". A setting with the same name and tool tip appears under Other tab.

Is this intentional?
by em3
Mon Oct 07, 2019 4:56 pm
Forum: Compile
Topic: Help with setting up
Replies: 20
Views: 15561

Re: Help with setting up

by em3
Mon Oct 07, 2019 9:24 am
Forum: Compile
Topic: Help with setting up
Replies: 20
Views: 15561

Re: Help with setting up

I finally managed to build freeorion. I made an out of source build of both freeorion-sdk and freeorion and checked out freeorion sources outside the SDK build directory. AMA But seriously, I will post a patch to CMakeLists.txt soon-ish, which changes: set(CMAKE_PREFIX_PATH "${CMAKE_SOURCE_DIR}/..")...
by em3
Sat Oct 05, 2019 11:09 am
Forum: Compile
Topic: Trying to build SDK
Replies: 18
Views: 2639

Re: Trying to build SDK

I added LLVM\bin to my PATH. So far so good: notice: will use 'clang++' for clang-linux, condition <toolset>clang-linux-8.0.0 notice: Searching '.' for project-config configuration file 'project-config.jam'. notice: Loading project-config configuration file 'project-config.jam' from '.'. notice: [ms...
by em3
Fri Oct 04, 2019 8:30 pm
Forum: Compile
Topic: Trying to build SDK
Replies: 18
Views: 2639

Re: Trying to build SDK

As a side note - I don't have the Visual Studio IDE installed, only the build tools (that is, msbuild, cl, link, etc), which are available as a separate download from Microsoft. Visual Studio 2017 Developer Command Propmt (that is, vcvarsall.bat) is included.
by em3
Fri Oct 04, 2019 8:26 pm
Forum: Compile
Topic: Trying to build SDK
Replies: 18
Views: 2639

Re: Trying to build SDK

Are you running this from the Visual Studio 2017 Developer Command Prompt? Perhaps the Boost stuff is looking for environment variables that are missing if using another command prompt or configuration thereof? I hadn't run cmake through the VS command prompt before. I did just now, and the results...