Search found 88 matches
- Thu Jan 25, 2018 4:58 am
- Forum: Other Game Design
- Topic: Differentiating metabolisms (or species?) with new traits
- Replies: 11
- Views: 3737
Re: Differentiating metabolisms (or species?) with new trait
Just want to point out that robotic isn't quite identical to the other two; it lets you use Robotic Interface Shields, unlike Organic and Lithic. The natural extension of that concept to me would be to tie in Organic species to the Solar Concentrator, and do something similar with Lithic and the ast...
- Sun Nov 12, 2017 1:01 am
- Forum: Play-Testing Feedback
- Topic: Some UI tweak suggestions
- Replies: 12
- Views: 2566
Re: Some UI tweak suggestions
I agree with Jaumito that LIFO order is the correct way to proceed. Then each player can determine from their own play style what is the last window closed. I think that Esc should only close/escape from windows. The "General menu" keyboard shortcut opens the save/load/quit window and it ...
- Thu Nov 09, 2017 4:15 pm
- Forum: Play-Testing Feedback
- Topic: Some UI tweak suggestions
- Replies: 12
- Views: 2566
Some UI tweak suggestions
First off, this has been the first time I've played a game for the long haul in a couple years, and I'm blown away by the performance improvements later on, and I love the new additions, like Fighters and automatic weapon upgrades and the new outposts :D The AI seems to be better these days too, tho...
- Thu Sep 22, 2016 1:35 pm
- Forum: FreeOrion Project
- Topic: is there a todo list regarding graphics
- Replies: 21
- Views: 14250
Re: is there a todo list regarding graphics
Looks like the white logos aren't quite centered in all of the images, which I think would be even more obvious when switching between them with the dropdown.
- Mon Apr 18, 2016 2:51 pm
- Forum: Graphics
- Topic: Sidepanel stars
- Replies: 35
- Views: 23886
Re: Sidepanel stars
Seconding Ouaz in that I like the one on the bottom of the previous page the most. I think the animation speed is just right. Personally I don't care about how realistic it looks either, but I find the animated core to be too distracting. Since there aren't distinct moving shapes in the corona, ther...
- Wed Mar 09, 2016 6:30 pm
- Forum: Support
- Topic: Question re: Industrial Centers
- Replies: 15
- Views: 3368
Re: Question re: Industrial Centers
I wonder if this got worse because of the EffectsGroup analysis used for the new unlock icons. Though that data should be easy to cache if so.Geoff the Medio wrote:"Tech Tree Layout Preparing Tech Data" takes 3.4 seconds
- Wed Mar 02, 2016 9:18 pm
- Forum: Graphics
- Topic: 0.4 UI thread
- Replies: 88
- Views: 69062
Re: 0.4 UI thread
The main reason for those being implemented elsewhere was because of processing order, right? So now that there's a priority system, they could probably be re-implemented as EffectsGroups on the techs themselves sometime.
- Sun Dec 20, 2015 5:50 am
- Forum: Scripting & Balancing
- Topic: Field upgrades, especially for weapons
- Replies: 29
- Views: 6693
Re: Field upgrades, especially for weapons
Cool to see that my idea for this has been implemented. Thanks Geoff!
- Thu Sep 17, 2015 6:10 pm
- Forum: Play-Testing Feedback
- Topic: SitRep states destruction of own ship by own mines
- Replies: 20
- Views: 2550
Re: SitRep states destruction of own ship by own mines
Effects that reduce damage won't ever actually destroy an object by themselves, and the extra effect that does destroy the ships didn't have the extra language to apply to unowned monsters. I think I've fixed this all now for the Fortress mines, but taking a glance at the various Mines techs it loo...
- Sun Aug 30, 2015 10:12 pm
- Forum: Play-Testing Feedback
- Topic: Feedback for FreeOrion_v0.4.5-RC1_2015-08-24
- Replies: 13
- Views: 2049
Re: Feedback for FreeOrion_v0.4.5-RC1_2015-08-24
Apparently, race consideration is in or there's a bug. My starting default race (humans) cannot build some of the ships on human populated planets despite the facilities and technologies - exobot colonies are required. I mean, even in the description of, for example, titanic hull - one of the prere...
- Fri Aug 28, 2015 12:46 pm
- Forum: Other Game Design
- Topic: Fleet "Guard" tag
- Replies: 2
- Views: 1805
Re: Fleet "Guard" tag
Alternatively it could be an alternative to Aggressive/Passive, usually using the same rules as the former.
- Sun Aug 23, 2015 7:16 pm
- Forum: Scripting & Balancing
- Topic: The Starlane Nexus
- Replies: 19
- Views: 4804
Re: The Starlane Nexus
I think a distance limit in the script sounds like a very reasonable solution here, especially with the handy new mapscale circle feature (I keep meaning to make a patch to let that be enabled/disabled from the right-click menu...)
- Mon Aug 10, 2015 7:33 am
- Forum: Play-Testing Feedback
- Topic: Lag
- Replies: 6
- Views: 1579
Re: Lag
Strangely, I have better performance, though I'd have thought it would be worse: Using commit 78891039fd (with a few minor changes of my own, I removed a lot of the old code for empires losing/winning that never got called, and added sitreps for empires losing and winning), turn 348, on a 250 3-arm ...
- Sat Aug 08, 2015 6:28 pm
- Forum: Support
- Topic: config.xml resetting?
- Replies: 3
- Views: 1688
Re: config.xml resetting?
Thanks for the help, I'll use persistent_config.xml!
- Fri Aug 07, 2015 11:49 am
- Forum: Support
- Topic: config.xml resetting?
- Replies: 3
- Views: 1688
config.xml resetting?
I'm not sure what exactly triggers it, but when I switch branches/make commits, my config.xml resets (or at least, the screen resolution option does). Is this intentional? Is there anything I can do to keep options around?