Search found 23 matches
- 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
- 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
- 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....
- 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 ...
- 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 ...
- 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...
- 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?
- 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 ...
- 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
- 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...
- 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
- 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?
- 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
All a bit painful just now on a tired Athlon X2, so brushing up on Python, and reading around the forums and wiki
- 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?
Doesn't happen on my faster, newer Win7 laptop
I wonder whether one process times out waiting for another to start, or something?
- 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
Tortoise SVN diff, saved to file