Search found 42 matches
- Sun Nov 17, 2013 1:27 pm
- Forum: Play-Testing Feedback
- Topic: Feedback SVN6513
- Replies: 18
- Views: 1447
Feedback SVN6513
Hmmm... this build got a lot of problems. The whole production and research appears messed, mostly the production though. - The 'Starlanes' turn purple signalling there are unused PP when the production screen says none are unused. - The exclamation mark appears next to the production sign signallin...
- Sun Nov 03, 2013 12:06 pm
- Forum: Play-Testing Feedback
- Topic: bug in 4341-6281 (Release) colonizing gaia-planet by exobot
- Replies: 10
- Views: 1261
Re: bug in 4341-6281 (Release) colonizing gaia-planet by exo
I've noticed this as well, here is a patch that resolves the issue. The effect does not trigger anymore on unhabited planets and if inhabited by Exobots stops triggering once the environment is adequate. This also adds a stackinggroup to the "Resonant Moon Special" which prevents ships fro...
- Sun Nov 03, 2013 11:43 am
- Forum: Scripting & Balancing
- Topic: WithinDistance 0 is not working
- Replies: 8
- Views: 2057
Re: WithinDistance 0 is not working
As I currently have a suited testing ground, I was able to test Geoff's suggestions. Here is a version working with InSystem Source.SystemID. I also included a patch for the Lighthouse, if InSystem works faster then it should be preferred. distance0.zip [edit] @Vezzra: The description is ambiguously...
- Sun Nov 03, 2013 1:14 am
- Forum: Scripting & Balancing
- Topic: WithinDistance 0 is not working
- Replies: 8
- Views: 2057
WithinDistance 0 is not working
There's a problem with the condition "WithinDistance 0", for some reason it does not work. There are several different options to check if something is nearby or in the same system, some of them leading to irritating results. For the Interstellar Lighthouse the condition was changed to &qu...
- Fri Oct 25, 2013 10:15 pm
- Forum: Play-Testing Feedback
- Topic: can't close fleet window in main view
- Replies: 3
- Views: 642
Re: can't close fleet window in main view
I noticed missing close-X's for Fleet-Windows in WinXP often, however it does not occur in Win7 (up to SVN 6442).
[edit]close still works, only the graphic is missing.[/edit]
[edit]close still works, only the graphic is missing.[/edit]
- Wed Oct 09, 2013 12:53 pm
- Forum: Scripting & Balancing
- Topic: SVN 6421 When good things turn bad (Industry and Population)
- Replies: 10
- Views: 1839
Re: SVN 6421 When good things turn bad (Industry and Populat
I still don't get it... The Population modification posted last works and does not include the Target.Population low = 0 anymore. But still it would make no sense to test anything unless current values are beeing tested. Which as far as I monitored is the case. i.e. for [AVERAGE_INDUSTRY] there exis...
- Mon Oct 07, 2013 9:31 pm
- Forum: Scripting & Balancing
- Topic: SVN 6421 When good things turn bad (Industry and Population)
- Replies: 10
- Views: 1839
Re: SVN 6421 When good things turn bad (Industry and Populat
hmmm... But the scenario you're describing would lead to a wrong result regardless which formular is used. That is nothing that can be done with scripting, the code must provide the ensurance that the formula is not applied to outdated or incomplete values. Using the max-function should lead to the ...
- Mon Oct 07, 2013 8:32 pm
- Forum: Scripting & Balancing
- Topic: SVN 6421 When good things turn bad (Industry and Population)
- Replies: 10
- Views: 1839
Re: SVN 6421 When good things turn bad (Industry and Populat
In this case yes. Actually it should be checked after ALL meters are applied, as it only matters that the result is positive. As far as I monitored it works, the Good/Bad-Population bonus is applied last. Else you'd never get a positive bonus in a hostile environment. This does not create any bonus ...
- Mon Oct 07, 2013 10:08 am
- Forum: Scripting & Balancing
- Topic: SVN 6421 When good things turn bad (Industry and Population)
- Replies: 10
- Views: 1839
Re: SVN 6421 When good things turn bad (Industry and Populat
Here are modifications for Species.txt that respect your demands. I'm posting the whole blocks to replace. This eliminates the negation of positive effects and should also be a tad more performant than the current code since the activation conditions are a bit more limiting. - Added TargetPopulation...
- Sun Oct 06, 2013 7:38 am
- Forum: Scripting & Balancing
- Topic: SVN 6421 When good things turn bad (Industry and Population)
- Replies: 10
- Views: 1839
SVN 6421 When good things turn bad (Industry and Population)
GoodIndustry.jpg In this example a malus is derived from GoodIndustry and the tiny planet effected doesn't even have an industry focus. The Xenophobic Harresment gives a malus of -1 and the GoodIndustry adds 50% . To correct this i suggest the following modification in species.txt [edit] The first ...
- Sat Sep 28, 2013 11:42 am
- Forum: Play-Testing Feedback
- Topic: SVN 6421 (and earlier) double execution errors
- Replies: 0
- Views: 2043
SVN 6421 (and earlier) double execution errors
hmmm... this is tricky. I noticed that the DERELICT_SPECIAL2 sometimes does not work. I took a closer look at the logs and grepped for the ship, this is what I found: grep Sabretooth freeoriond.log 2013-09-28 13:24:18,330 DEBUG Server : Ship 359: Sabretooth at: Aquila owner: 1 created on turn: -3276...
- Fri Sep 27, 2013 1:26 pm
- Forum: Play-Testing Feedback
- Topic: Artificial Planet - r6423 (Source Code repository)
- Replies: 7
- Views: 1219
Re: Artificial Planet - r6423 (Source Code repository)
This modification does the trick: BuildingType name = "BLD_ART_PLANET" description = "BLD_ART_PLANET_DESC" buildcost = 2000 buildtime = 15 location = And [ Planet type = [Asteroids GasGiant] OwnedBy TheEmpire Source.Owner Not Contains Building "BLD_ART_PLANET" ] effects...
- Fri Sep 27, 2013 6:20 am
- Forum: Play-Testing Feedback
- Topic: Artificial Planet - r6423 (Source Code repository)
- Replies: 7
- Views: 1219
Re: Artificial Planet - r6423 (Source Code repository)
Yes, happened to me that out of 5 artificial planets that finished in a turn 3 dissappeared. After spendind 2k PP and 15 turns on each i was not amused... [edit] hmmm... I deleted the lines and see what you mean ... I know these lines aren't new, but something made the transform effect fizzle for me...
- Thu Sep 26, 2013 9:46 pm
- Forum: Play-Testing Feedback
- Topic: Artificial Planet - r6423 (Source Code repository)
- Replies: 7
- Views: 1219
Artificial Planet - r6423 (Source Code repository)
Lines 1079 - 1982 destroy the building once it's complete.
Chances are the 'transform' effect fires before, but not guaranteed.
Seen in SVN 6416, but it's still in the code.
I suggest deleting these lines.
Chances are the 'transform' effect fires before, but not guaranteed.
Seen in SVN 6416, but it's still in the code.
I suggest deleting these lines.
- Wed Aug 21, 2013 7:18 am
- Forum: Play-Testing Feedback
- Topic: 4.3(6257)
- Replies: 5
- Views: 1287
Re: 4.3(6257)
Meanwhile i tested the Gaia special without the effectsgroup mentioned above, it defnitly destroys gaian planets. or if you like to verify start a new game with sufficient stars for 1 planet to become Gaia. Look into the log, search Gaia and you'll see that there were Gaian planets and a little furt...