Search found 23 matches

by Steaker
Thu Jun 14, 2012 10:09 pm
Forum: Programming
Topic: AI causes pause at start of turn
Replies: 3
Views: 427

Re: AI causes pause at start of turn

I think I have figured out non-busy pauses in Python, will try and report back
by Steaker
Thu Jun 14, 2012 10:07 pm
Forum: Other Game Design
Topic: Flagging systems of interest
Replies: 3
Views: 624

Re: Flagging systems of interest

Cool, that sort of thing could do the job, as you say as long as the user can both add and clear these report icons as desired
by Steaker
Thu Jun 14, 2012 10:04 pm
Forum: Programming
Topic: Include SVN revision in Version.cpp?
Replies: 21
Views: 2301

Re: Include SVN revision in Version.cpp?

On the contrary, I know it can be done, I'm not exactly sure whether it could be easily achieved with the SF repository http://stackoverflow.com/questions/9262959/include-svn-revision-number-in-source-code?lq=1 2nd answer refers on to http://tortoisesvn.net/docs/release/TortoiseSVN_en/tsvn-subwcrev....
by Steaker
Thu Jun 14, 2012 9:44 pm
Forum: Other Game Design
Topic: Flagging systems of interest
Replies: 3
Views: 624

Flagging systems of interest

I'd like to be able to flag a system as interesting, when I explore, so that I can easily come back to it later to colonise etc With the current UI, I find myself repeatedly browsing around the galaxy map, checking to make sure I haven't forgotten to colonise a useful planet. I'm thinking something ...
by Steaker
Thu Jun 14, 2012 9:17 pm
Forum: Programming
Topic: Include SVN revision in Version.cpp?
Replies: 21
Views: 2301

Include SVN revision in Version.cpp?

As ever, I don't know whether this has been tried in the past, apologies if so Might it be possible/sensible to use the subversion $Version: $ or similar keyword, to automatically include the current SVN repository version in the application window title? I know its a pain remembering to update the ...
by Steaker
Thu Jun 14, 2012 9:12 pm
Forum: Programming
Topic: AI causes pause at start of turn
Replies: 3
Views: 427

AI causes pause at start of turn

I've seen mention on the forum, and experienced myself, the pause at the start of each turn later in a game, apparently caused by all the AI processing. Does anyone know whether it might be sensible for me to put some timers into the AI script, to cause them to pause for a few tens or hundreds of ms...
by Steaker
Sun Jun 10, 2012 9:28 pm
Forum: Support
Topic: Rev 4891+ AI not working
Replies: 4
Views: 882

Re: Rev 4891+ AI not working

Is the food, mining and production code now settled, such that I can make some bolder changes to the AI?
by Steaker
Thu Jun 07, 2012 4:08 pm
Forum: Other Game Design
Topic: Make complex features optional?
Replies: 5
Views: 602

Re: Make complex features optional?

I'll try this, and post back to let you know how I get on (just in case it is of interest to any others) I'm also getting to grips with how the current AI is put together, and once I get my new machine will give it a tidy up and a good test against the latest SVN code. It might be helpful for me to ...
by Steaker
Thu Jun 07, 2012 2:26 pm
Forum: Other Game Design
Topic: Make complex features optional?
Replies: 5
Views: 602

Re: Make complex features optional?

I guess an alternative to turning off research, would be for me to put together an alternative, simpler tech tree, and use it as a mod
by Steaker
Wed Jun 06, 2012 10:23 pm
Forum: Other Game Design
Topic: Make complex features optional?
Replies: 5
Views: 602

Make complex features optional?

Apologies if this has been done to death before, but I wonder whether it might be worth making certain features of the game optional. For example, the tech tree is complex, and not entirely necessary. If I want to run a fairly quick game against a friend or the AI, I might disable tech, so that turn...
by Steaker
Wed Jun 06, 2012 8:50 pm
Forum: Support
Topic: The connection to the server has been lost.
Replies: 8
Views: 1026

Re: The connection to the server has been lost.

Incidentally, I'm looking at the AI to make it more active / less broken
by Steaker
Wed Jun 06, 2012 8:45 pm
Forum: Scripting & Balancing
Topic: AI tweak for food and minerals
Replies: 4
Views: 855

Re: AI tweak for food and minerals

Are you looking for a patch?
by Steaker
Wed Jun 06, 2012 8:37 pm
Forum: Support
Topic: Missing Techs Crash with with 4891
Replies: 7
Views: 543

Re: Missing Techs Crash with with 4891

I'll try a clean checkout of the head when my new machine arrives.
All a bit painful just now on a tired Athlon X2, so brushing up on Python, and reading around the forums and wiki
by Steaker
Wed Jun 06, 2012 8:33 pm
Forum: Off-Topic
Topic: Why do I need to connect to a server to play singleplayer?
Replies: 7
Views: 5089

Re: Why do I need to connect to a server to play singleplaye

I had this problem a few times on my old, slow Vista machine
Doesn't happen on my faster, newer Win7 laptop
I wonder whether one process times out waiting for another to start, or something?
by Steaker
Tue Jun 05, 2012 10:51 pm
Forum: Scripting & Balancing
Topic: AI tweak for food and minerals
Replies: 4
Views: 855

Re: AI tweak for food and minerals

As in the attached?
Tortoise SVN diff, saved to file