Search found 58 matches

by spikethehobbit
Fri May 18, 2018 8:46 am
Forum: Play-Testing Feedback
Topic: Too many empty systems
Replies: 6
Views: 966

Re: Too many empty systems

I think I figured this one out. Nebula systems seem to be counted as non-empty, so it is possible for the player to be surrounded by them. Since there are no stars yet, it looks like all empty systems.
by spikethehobbit
Thu Nov 30, 2017 5:16 am
Forum: Compile
Topic: Linux - Building FreeOrion with different versions of Boost
Replies: 3
Views: 1255

Re: Linux - Building FreeOrion with different versions of Bo

Sorry for being (very!) slow responding. I've posted two new issues, one for gcc and one for clang.
gcc has a trivial workaround. I missed the real error before, and was trying to debug a bogus one that came later in the logs. Oops.
clang is proving more troublesome.
by spikethehobbit
Thu Nov 09, 2017 9:21 pm
Forum: Compile
Topic: Linux - Building FreeOrion with different versions of Boost
Replies: 3
Views: 1255

Re: Linux - Building FreeOrion with different versions of Bo

Freeorion built fine with clang 3.9 before pull #1838 fix_parser_memory_leaks. I can't get it to compile at all with that commit.
by spikethehobbit
Thu Nov 09, 2017 7:17 pm
Forum: Compile
Topic: DSO missing from command line
Replies: 13
Views: 2661

Re: DSO missing from command line

The problem is that you have a stale build directory. One of the .o or .so files was linked against an old system library and isn't getting rebuilt. You need to run ccmake again and recreate your config files.
by spikethehobbit
Sat Jul 01, 2017 3:38 am
Forum: Play-Testing Feedback
Topic: Too many empty systems
Replies: 6
Views: 966

Re: Too many empty systems

I play trunk. The only private mod is a custom species. I don't have the random seeds anymore. Sorry. I'll keep an eye out for if (when) this happens again. Systems:150 Galaxy Shape:Random Galaxy Age:Random Starlane Frequency:Low Planet Density:High Specials Frequency:Medium Monster Frequency:High N...
by spikethehobbit
Fri Jun 30, 2017 2:28 am
Forum: Play-Testing Feedback
Topic: Too many empty systems
Replies: 6
Views: 966

Too many empty systems

I just quit a game where my home world was in the middle of a block of fourteen empty systems. There wasn't a single planet (let alone inhabitable) within supply range. The game before that had a single system within supply range, but nothing inhabitable.
by spikethehobbit
Wed Oct 26, 2016 2:35 am
Forum: Programming
Topic: Potential replacement of FOCS with Python
Replies: 24
Views: 3317

Re: Potential replacement of FOCS with Python

em3 wrote:
spikethehobbit wrote:Effects groups could be made callable. That would eliminate any special handling or typing requirements.

Code: Select all

[...]
I think the whole point is for effects to not be executed in python, just constructed from python scripts (compiled into already existing engine structures).
Fair enough.
by spikethehobbit
Tue Oct 25, 2016 12:07 am
Forum: Programming
Topic: Potential replacement of FOCS with Python
Replies: 24
Views: 3317

Re: Potential replacement of FOCS with Python

Effects groups could be made callable. That would eliminate any special handling or typing requirements. Special( name = "WORLDTREE_SPECIAL", description = "WORLDTREE_SPECIAL_DESC", stealth = 0, spawnrate = 1.0, spawnlimit = 1, location = lambda planet: ( isinstance(planet, Planet) and (planet.plane...
by spikethehobbit
Sat Oct 22, 2016 3:57 am
Forum: Programming
Topic: Potential replacement of FOCS with Python
Replies: 24
Views: 3317

Re: Potential replacement of FOCS with Python

The current FOCS implementation is rather inefficient. One problem we will face is that the best format to write the data files in is not a form that the server can use directly. Python is actually a good choice here because it supports manipulating complex data structures.
by spikethehobbit
Fri Jul 08, 2016 1:05 am
Forum: Scripting & Balancing
Topic: Autoforming
Replies: 25
Views: 1898

Re: Autoforming

@Geoff If you want to go that route, I can see scaling back benefits past a certain point, but a hard cutoff means huge and large planets are equivalent. The other (simpler) way is to change the population caps of larger planets. This would have the same effect.
by spikethehobbit
Thu Jul 07, 2016 9:36 pm
Forum: Scripting & Balancing
Topic: Autoforming
Replies: 25
Views: 1898

Re: Autoforming

@LGM-Doyle I do repeat-build terraform, but I'm always missing planets or queuing the wrong number. I'm on Linux, too, so the UI is horrifically slow (~7-10 fps) and GG is erratic at that speed, so I try to keep mouse movements to a minimum. @Geoff that would nerf large and huge worlds too much. I h...
by spikethehobbit
Fri Jul 01, 2016 10:41 am
Forum: General Discussion
Topic: Which species do you find easiest and hardest to play?
Replies: 10
Views: 1503

Re: Which species do you find easiest and hardest to play?

'Pedia really should pull numbers from the database, so changes like these propagate automatically.
by spikethehobbit
Fri Jul 01, 2016 10:35 am
Forum: Programming
Topic: Python __path__ help
Replies: 10
Views: 1523

Re: Python __path__ help

print help in chat
Thank you.
by spikethehobbit
Wed Jun 22, 2016 10:10 am
Forum: Programming
Topic: Python __path__ help
Replies: 10
Views: 1523

Re: Python __path__ help

That is what I will wind up using, but I needed to be sure that native paths were actually being used. Thanks for the link to the proper file, though. I was just looking for it when I saw your post.
by spikethehobbit
Tue Jun 21, 2016 8:30 am
Forum: Programming
Topic: Python __path__ help
Replies: 10
Views: 1523

Re: Python __path__ help

My main concern was the formatting. Mac and Linux use Unix format paths, while Windows uses it's own. That has implications for my planned python modularization scheme, since the proper path to the 'default/python' folder needs to be passed in through `freeorion.__path__`. Windows will need special ...