Search found 18 matches
- Tue Jun 15, 2021 8:20 pm
- Forum: Support
- Topic: Beige Goo is not allowed to supply
- Replies: 3
- Views: 4044
Beige Goo is not allowed to supply
I was playing a game as a robotic species (v0.4.10.1) when I encountered a Beige Goo planet with Ambient Superconductors, a growth modifier I did not have at the time. So, I conquered the planet, but I found that I could not set the planet to supply focus. There is nothing in the description that im...
- Tue May 11, 2021 5:17 pm
- Forum: Support
- Topic: AI bug: Sly trying to colonize gas giants with exobots
- Replies: 5
- Views: 4431
Re: AI bug: Sly trying to colonize gas giants with exobots
I see them putting Hhhoh on almost every world It seems the AI works with points for species. Good / great / ultimate pilots probably have the most points of all: (default/python/AI/ColonisationAI.py) AVG_PILOT_RATING = 2.0 GOOD_PILOT_RATING = 4.0 GREAT_PILOT_RATING = 6.0 ULT_PILOT_RATING = 12.0 # ...
- Tue May 11, 2021 5:16 pm
- Forum: Support
- Topic: AI bug: Sly trying to colonize gas giants with exobots
- Replies: 5
- Views: 4431
Re: AI bug: Sly trying to colonize gas giants with exobots
In general, probably, although Sly will normally do a lot more colony ships due to supply issues. Just because an exobot colony ship is at a system doesn't mean the AI is trying to colonize it. AIs seem to lose track of ships if what they were doing got interrupted. The ship might be there because ...
- Mon May 10, 2021 10:42 pm
- Forum: Support
- Topic: AI bug: Sly trying to colonize gas giants with exobots
- Replies: 5
- Views: 4431
AI bug: Sly trying to colonize gas giants with exobots
I was about to invade my neighbors who so rudely attacked me when I saw a colony ship floating above a gas giant and not doing anything. I bet this is linked to the issues I see with the AI spreading odd species all over the place. I see them putting Hhhoh on almost every world even though their spe...
- Fri Mar 03, 2017 11:25 pm
- Forum: Play-Testing Feedback
- Topic: Objects Menu Crashing (0.4.6)
- Replies: 5
- Views: 976
Re: Objects Menu Crashing (0.4.6)
I would like to point out that this is something that does happen in the course of normal gameplay, not just when you do something ridiculous. It just happens more consistently when I do something absurd.
- Thu Mar 02, 2017 9:19 am
- Forum: Play-Testing Feedback
- Topic: Objects Menu Crashing (0.4.6)
- Replies: 5
- Views: 976
Re: Objects Menu Crashing (0.4.6)
The images are out of order. I ordered the construction, then I click on the tab and it instantly crashes. I also brought up the console myself to show that nothing appeared, it did not focus itself.
- Thu Mar 02, 2017 9:15 am
- Forum: Play-Testing Feedback
- Topic: Objects Menu Crashing (0.4.6)
- Replies: 5
- Views: 976
Re: Objects Menu Crashing (0.4.6)
The save file is 5.32 MB. I think the problem comes from adding buildings to the queue from the objects menu. I actually lost the original save by grabbing the wrong turn, but I was able to reproduce it on the turn I did save by ordering the construction of 177 enclaves to the void and then trying t...
- Thu Mar 02, 2017 6:18 am
- Forum: Play-Testing Feedback
- Topic: Objects Menu Crashing (0.4.6)
- Replies: 5
- Views: 976
Objects Menu Crashing (0.4.6)
Hello. When I play FreeOrion, my game occasionally crashes in the objects menu. Usually, I just reload and can't reproduce the bug, but now I have a scenario where the crash is reliable. I would attach the save file, but it is too large to attach If you select all the planets in the objects menu, th...
- Fri Dec 02, 2016 11:21 pm
- Forum: Play-Testing Feedback
- Topic: Producing Colony Ship Bug
- Replies: 6
- Views: 1526
Re: Producing Colony Ship Bug
Thank you for your response.
- Fri Dec 02, 2016 11:18 pm
- Forum: Other Game Design
- Topic: Suggestion: Build unavailable buildings
- Replies: 2
- Views: 741
Re: Suggestion: Build unavailable buildings
Thank you for your response. I understand that is it difficult to find a reasonable way to handle production queues.
- Fri Dec 02, 2016 11:08 pm
- Forum: Other Game Design
- Topic: Suggestion: Adding specific specials to Objects menu
- Replies: 4
- Views: 1516
Re: Suggestion: Adding specific specials to Objects menu
For some reason, I did not see the filters button. My bad. Also, I didn't realize I could select more than one planet on the objects menu. Thank you very much.
- Tue Nov 22, 2016 10:03 am
- Forum: Other Game Design
- Topic: Suggestion: Adding specific specials to Objects menu
- Replies: 4
- Views: 1516
Suggestion: Adding specific specials to Objects menu
I think it would be nice if we could create a boolean section for if a special exists on the object. We currently (as of 0.4.6) have number of specials, but not a check for specific specials. For example, if I wanted to search for planets without the Gaia special, I would go to Has Special (which wo...
- Tue Nov 22, 2016 9:54 am
- Forum: Other Game Design
- Topic: Suggestion: Build unavailable buildings
- Replies: 2
- Views: 741
Suggestion: Build unavailable buildings
When I am terraforming a planet, I would like to be able to order a Gia Transformation at the same time. These things are allowed in the queue (for example, if the population dies out and a new race is put in), but we are not allowed to add them. This leads to me having to go through all my systems ...
- Tue Nov 22, 2016 9:34 am
- Forum: Play-Testing Feedback
- Topic: Troop Drops, Troop Ships
- Replies: 17
- Views: 2475
Re: Troop Drops, Troop Ships
Honestly, I think asteroid hulls are the best for troop ships because they can hold 6 slots, have 30 structure, and are dirt cheap. The one downside is that you have to have an asteroid belt and, now that troop modifiers effect troop ships, a planet in the system, but that's not uncommon. At higher ...
- Tue Nov 22, 2016 9:05 am
- Forum: Play-Testing Feedback
- Topic: Producing Colony Ship Bug
- Replies: 6
- Views: 1526
Producing Colony Ship Bug
Hello. I like the more realistic cost of population for a colony ship. Unfortunately, this has resulted in a bug. I quite often dump my production points in colony, outpost, and troop ships if I am waiting for my next military tech. In version 0.4.5, this was fine. However, in 0.4.6, this was a prob...