Search found 42 matches

by Cluesen
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...
by Cluesen
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...
by Cluesen
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...
by Cluesen
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...
by Cluesen
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]
by Cluesen
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...
by Cluesen
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 ...
by Cluesen
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 ...
by Cluesen
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...
by Cluesen
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 ...
by Cluesen
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...
by Cluesen
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...
by Cluesen
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...
by Cluesen
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.
by Cluesen
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...