Search found 123 matches

by Cpeosphoros
Wed May 18, 2016 2:00 am
Forum: Support
Topic: A couple of questions
Replies: 7
Views: 1104

Re: A couple of questions

The ship (Ship #2) currently being built will not have the modified design as it was in production at the time of the modification. But will Ship #3, the next to be built after the modification was saved have the revised design? Or do I need to add a new production order for another batch of ships?...
by Cpeosphoros
Fri May 13, 2016 9:34 pm
Forum: Other Game Design
Topic: suggeston: sensible planet evaluations
Replies: 3
Views: 567

Re: suggeston: sensible planet evaluations

Those evaluations are given for the species which originally built the outpost or colony ship.

If you right click on a planet, though, you'll get an option to see a Planet Survey, a Pedia dynamic entry which shows an evaluation for all your colonizer species.
by Cpeosphoros
Thu Apr 28, 2016 11:53 am
Forum: Scripting & Balancing
Topic: Help with custom species?
Replies: 10
Views: 900

Re: Help with custom species?

You have also to provide the appropriate colony building at /freeorion/default/scripting/buildings/colonies - either by creating one or by editing col_bld_gen.py and running it.
by Cpeosphoros
Wed Apr 20, 2016 9:19 pm
Forum: Off-Topic
Topic: I'm here - introduction
Replies: 279
Views: 12476

Re: I'm here - introduction

Here's another quickie that I can't seem to find out: Is there some sort of bonus to owning all planets/asteroids in a system (except for the additional shields and defences it generates - which is a good bonus in itself )? If you happen to have an Asteroids field there (with an outpost and MG Indu...
by Cpeosphoros
Wed Apr 20, 2016 3:48 pm
Forum: Off-Topic
Topic: I'm here - introduction
Replies: 279
Views: 12476

Re: I'm here - introduction

A new feature is not necessary, I just thought this could add to both immersion and usefulness. That's why I suggested, and the devs greenlighted, moving such ideas to the GitHub issues area. That way, they can stay there for a (even if long) while until someone fancies implementing them. Those thi...
by Cpeosphoros
Tue Apr 19, 2016 12:05 pm
Forum: Play-Testing Feedback
Topic: Common micromanagement problems
Replies: 24
Views: 2308

Re: Common micromanagement problems

Also, you can change the column headers on the Objects view (e.g. Industry output) and then order the planets by that value, allowing you to choose which planets are better to change focus.
by Cpeosphoros
Tue Apr 19, 2016 12:07 am
Forum: Off-Topic
Topic: I'm here - introduction
Replies: 279
Views: 12476

Re: I'm here - introduction

MatGB wrote:(I am, BTW, thinking of stealing some of the explanations here and putting it into the game, as some of it's much clearer than the stuff I've written)
Feel free to grab any of my stuff.
by Cpeosphoros
Mon Apr 18, 2016 6:52 pm
Forum: Off-Topic
Topic: I'm here - introduction
Replies: 279
Views: 12476

Re: I'm here - introduction

- Sometimes, it's still useful to send outpost ships slightly out your supply range, as outposts will span some supply by themselves I didn't think that was true unless you have researched some of the Construction techs. AFAIK, without any tech, small outposts will project 1 supply, and tiny ones w...
by Cpeosphoros
Mon Apr 18, 2016 3:25 pm
Forum: Off-Topic
Topic: I'm here - introduction
Replies: 279
Views: 12476

Re: I'm here - introduction

In a less summarized fashion: - Sometimes, it's still useful to send outpost ships slightly out your supply range, as outposts will span some supply by themselves - thus connecting to your supply and allowing them to be colonized. - Some buildings can be built on outposts. - Outposts will grow (with...
by Cpeosphoros
Mon Apr 18, 2016 12:44 pm
Forum: Off-Topic
Topic: I'm here - introduction
Replies: 279
Views: 12476

Re: I'm here - introduction

Bromstarzan wrote:Then; what is the advantage of using a colony ship? Quicker development of colony? Does it deploy larger population in one go that leads to better PP/RP in a faster pace?
They don't need the target system to be supply connected - as opposed to outpost colonies needing it.
by Cpeosphoros
Mon Apr 11, 2016 12:34 am
Forum: FreeOrion Project
Topic: 0.4.6 roadmap
Replies: 33
Views: 3902

Re: 0.4.6 roadmap

Even if we leave everything which hasn't already been incorporated/merged into master, there is already enough stuff in master that needs fine tuning, AI adjustments, balancing, testing to be able to make a release. But before we begin to consider what to include in 0.4.6 and what to leave for the ...
by Cpeosphoros
Sun Apr 10, 2016 5:23 pm
Forum: FreeOrion Project
Topic: 0.4.6 roadmap
Replies: 33
Views: 3902

Re: 0.4.6 roadmap

What about going for both options, I mean, two releases?

0.4.6, this summer, with everything which is already on board - and it's a lot of changes since last September.

0.4.7, this winter (December-ish), with fighters, Drydock adjustments, AI tweaking, etc.
by Cpeosphoros
Fri Apr 08, 2016 5:04 am
Forum: Play-Testing Feedback
Topic: Feedback from another OSS-dev (ufoai.org)
Replies: 24
Views: 1341

Re: Feedback from another OSS-dev (ufoai.org)

I got freezes between 5 and 20 secs on an i7. For each an every of those actions. Increasing from turn to turn. And I played until 290. Forum search revealed that this has been reported before (about a year ago). So my question is: has this been fixed and should I turn to bleeding edge versions ? I...