Search found 3826 matches

by eleazar
Sat Sep 14, 2013 6:25 pm
Forum: Other Game Design
Topic: proposed adjustment to visibility circle permiters
Replies: 12
Views: 841

Re: proposed adjustment to visibility circle permiters

I'd like to propose brightening the perimeter, as below: How do you mean "brighten"? For the second pair of screenshots above, I increased the perimeter alpha from 64 to 84, and called GG::LightColor on the fill color twice (lightening it just once wasn't as noticeable as I wanted). I'm fairly happ...
by eleazar
Thu Sep 12, 2013 8:54 pm
Forum: Other Game Design
Topic: proposed adjustment to visibility circle permiters
Replies: 12
Views: 841

Re: proposed adjustment to visibility circle permiters

I'd like to propose brightening the perimeter, as below: How do you mean "brighten"? Increasing the opacity? -- that works for me, and probably will resolve or at least improve that issue. Probably the option that increases the opacity of the inside color fill should also effect the outer ring. Als...
by eleazar
Wed Sep 11, 2013 5:21 pm
Forum: Support
Topic: Problems with Installing on a Mac
Replies: 6
Views: 778

Re: Problems with Installing on a Mac

Os X 10.5.8 is fairly old. It wouldn't surprise me if it is too old.

Verraza should know.

The actual latest binary works fine for me on 10.8.4
by eleazar
Wed Sep 11, 2013 2:57 pm
Forum: Play-Testing Feedback
Topic: First Time Play-Through! (6281)
Replies: 7
Views: 740

Re: First Time Play-Through! (6281)

I'm not positive about this, but while research costs seem balanced early in the game, the later techs may become too cheap in general. It is possible. The front end of the game is much easier to balance because a) you need to play through it every time to test anything, and b) endgame varies from ...
by eleazar
Wed Sep 11, 2013 2:52 pm
Forum: FreeOrion Project
Topic: SourceForge
Replies: 4
Views: 1075

Re: SourceForge

I don't know how much pain is involved in switching, nor how hard it would be to find an equivalent service. Since this is apparently an opt-in pilot, that as of yet isn't part of the majority of Sourceforge's service, and most importantly doesn't effect FO's download, IMHO the moral imperative isn'...
by eleazar
Tue Sep 10, 2013 3:29 pm
Forum: Support
Topic: Natural Tunnels
Replies: 10
Views: 742

Re: Natural Tunnels

Geoff the Medio wrote:A thought: should the tunnels / subterranian habitation bonuses be disabled for phototropic species?
Civilizations require a lot of stuff besides residential areas. Phototrophs might put all their factories, warehouses & storage down there.
by eleazar
Mon Sep 09, 2013 8:09 pm
Forum: Support
Topic: Natural Tunnels
Replies: 10
Views: 742

Re: Natural Tunnels

Increasing population, not infrastructure is the desired effect.
by eleazar
Wed Sep 04, 2013 7:03 pm
Forum: Graphics
Topic: Interface for Wormholes/Stargates
Replies: 7
Views: 9665

Re: Interface for Wormholes/Stargates

@eleazar: hi, can wormhole on image have more starlanes to be reachable from more systems, or just one so you must cross Beta to aces wormhole? I think wormholes are pretty consistent treated pretty much everywhere as just having two ends, and that will certainly be easiest for us to deal with. Agr...
by eleazar
Mon Sep 02, 2013 6:47 pm
Forum: Other Game Design
Topic: Shield-Stopping Nebulae
Replies: 1
Views: 462

Shield-Stopping Nebulae

Nebulae that interfere with shields is an idea with a good MoO heritage. As it is now with the mobile Nebulae, and they are pretty much a random bonus/malus. With the turn-based format gauging any of the mobile clouds vector, and predicting when and where they will be in the future is impractical. I...
by eleazar
Mon Sep 02, 2013 6:32 pm
Forum: Play-Testing Feedback
Topic: v0.4.3 + SVN 6373 ---my first play-tests in a while
Replies: 9
Views: 882

Re: v0.4.3 + SVN 6373 ---my first play-tests in a while

Re: Starlane Colors: Yes, it does require an end-turn to update. Are there ever any plans to make collapsed nebulae spawn with random planets? It seems kind of pointless otherwise. Yeah, getting new planets would be pretty nifty. What's with all the nebulae flying around? Do they do anything? Right ...
by eleazar
Mon Sep 02, 2013 6:22 pm
Forum: Scripting & Balancing
Topic: Species Differentiation Continues...
Replies: 15
Views: 2429

Re: Species Differentiation Continues...

Dilvish: Would a better workflow be for me (or whoever makes AI-effecting changes) to submit the changes as a patch, and then you commit the patch with the necessary AI updates when you're ready? At this point in development, i'm not too upset if things get unbalanced, so i think it is an issue of i...
by eleazar
Mon Sep 02, 2013 6:10 pm
Forum: Graphics
Topic: Changing default colors
Replies: 1
Views: 7279

Changing default colors

Some time ago, i asked about how to change the default color settings of FO. I messed around with finding better default colors, but lost my work before i could commit, and never got back around to it. I'd like to get back to that, but after several searches i can't find the instructions on how to c...
by eleazar
Mon Sep 02, 2013 4:40 pm
Forum: Scripting & Balancing
Topic: Species Differentiation Continues...
Replies: 15
Views: 2429

Re: Species Differentiation Continues...

Dilvish:

Does any of this short of redoing Psy Dom, and adding Hacking techs break the AI?
by eleazar
Mon Sep 02, 2013 2:34 pm
Forum: Scripting & Balancing
Topic: Snowflake young (vision nerf)
Replies: 5
Views: 1652

Re: Snowflake young (vision nerf)

Interesting. Anecdotally, I've captured a snowflake nest in the first 50 turns, 75% of my games in the last 3 months. (I haven't touched monster spawn defaults) And in my last 5 or 7 games played until 50, usually much further, i haven't got a single one. I suspect you have an unusual run of luck, ...