Search found 8 matches
- Wed Dec 29, 2010 8:17 pm
- Forum: Compile
- Topic: help with compiling >r3865 on MacOS needed
- Replies: 12
- Views: 3714
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 t...
- Tue Dec 28, 2010 12:14 pm
- Forum: Compile
- Topic: help with compiling >r3865 on MacOS needed
- Replies: 12
- Views: 3714
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...
- Mon Dec 27, 2010 4:27 pm
- Forum: Compile
- Topic: help with compiling >r3865 on MacOS needed
- Replies: 12
- Views: 3714
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...
- Mon Feb 01, 2010 6:46 pm
- Forum: Graphics
- Topic: Building Icons
- Replies: 166
- Views: 137419
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...
- Mon May 18, 2009 4:47 pm
- Forum: FreeOrion Project
- Topic: Totally fresh perspective
- Replies: 3
- Views: 2569
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...
- Mon May 18, 2009 4:00 pm
- Forum: Other Game Design
- Topic: Special elements
- Replies: 42
- Views: 7024
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...
- Mon May 18, 2009 3:42 pm
- Forum: Design Archive
- Topic: Quick Issue: Colony Ships Population Source and Consumption
- Replies: 78
- Views: 85925
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...
- Mon May 18, 2009 3:37 pm
- Forum: Other Game Design
- Topic: Moving population
- Replies: 49
- Views: 8710
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...