Search found 8 matches

by thawn
Wed Dec 29, 2010 8:17 pm
Forum: Compile
Topic: help with compiling >r3865 on MacOS needed
Replies: 12
Views: 2675

Re: help with compiling >r3865 on MacOS needed

O.K. I am getting there. I successfully told Xcode where to look for the header files: in "Project"->"Edit Active Target FreeOrionClient" I changed the Header Search Path that pointed to the graphwiz library to "$(SRCROOT)/../UI/ogdf/". Then I added these cpp files to the FreeOrionClient build targe...
by thawn
Tue Dec 28, 2010 12:14 pm
Forum: Compile
Topic: help with compiling >r3865 on MacOS needed
Replies: 12
Views: 2675

Re: help with compiling >r3865 on MacOS needed

Thanks for your quick reply! You certainly provided excellent queues to where I can start looking! 1. I'll try to find the place where I can set the include path in Xcode. 2. Quick googling indicates that cmake and xcode work only so well together. Apparently using cmake, you loose all custom settin...
by thawn
Mon Dec 27, 2010 4:27 pm
Forum: Compile
Topic: help with compiling >r3865 on MacOS needed
Replies: 12
Views: 2675

help with compiling >r3865 on MacOS needed

Hi, Using the MacOS SDK, I have successfully managed to build FreeOrion rev. 3865 on a Mac system (using GG rev 853 to avoid having to build boost 1.44 myself). However, I did not manage to build any version above that due to trouble getting the newly introduced ogdf library to build correctly. Here...
by thawn
Mon Feb 01, 2010 6:46 pm
Forum: Graphics
Topic: Building Icons
Replies: 166
Views: 115481

Re: Building Icons

That lighthouse could be used for some form of planetary defense (once that's implemented in the game). Looks like a beam ground battery to me :wink: This also illustrates, that no one should be discouraged by the fact that some buildings might be scratched. I am sure that there will be a place to r...
by thawn
Mon May 18, 2009 4:47 pm
Forum: FreeOrion Project
Topic: Totally fresh perspective
Replies: 3
Views: 1960

Re: Totally fresh perspective

I am also new to FreeOrion and would like to second everything said above. Especially including the big Thank You! I also have one suggestion to add: In your roadmap balancing/finishing is at the very end. However, you might be able collect a much bigger crowd of testers and contibuters once the gam...
by thawn
Mon May 18, 2009 4:00 pm
Forum: Other Game Design
Topic: Special elements
Replies: 42
Views: 4822

Re: Special elements

While I find the ideas here intriguing: Please don't! We already have more than enough resources that need to be managed (by both the player and the developers): Food, minerals, population, production, construction, health. Who is going to implement and most importantly balance them including all th...
by thawn
Mon May 18, 2009 3:42 pm
Forum: Design Archive
Topic: Quick Issue: Colony Ships Population Source and Consumption
Replies: 78
Views: 61442

Re: Quick Issue: Colony Ships Population Source and Consumption

In fact, I kinda like the magically created population because it is simple and easy to understand. Most other solutions presented here require a quite complicate set of rules which would have to be explained to the user somehow. Actually for most people who just want to play a game, this makes perf...
by thawn
Mon May 18, 2009 3:37 pm
Forum: Other Game Design
Topic: Moving population
Replies: 49
Views: 5872

Re: Moving population

I very much detest any automatic migration because that is just like increasing the population growth on new planets depending on the empire's size. This does not leave much flexibility for the user to actually play the game rather than watching it play itself (as was the case for MoO3). However, it...