Search found 620 matches

by em3
Tue Sep 22, 2020 9:04 am
Forum: Other Game Design
Topic: Leaders
Replies: 13
Views: 2146

Re: Leaders

I'm wondering if the scale that FreeOrion provides (number of systems and ships) lends itself well to introducing micro-manageable localized mobile bonuses (that is, leaders).

Global "advisors", on the other hand, are not leaders in the common understanding of video game tropes, I believe.
by em3
Wed Aug 05, 2020 1:16 pm
Forum: Programming
Topic: Potential GiGi replacements: Godot
Replies: 8
Views: 277

Re: Potential GiGi replacements: Godot

o01eg wrote: Wed Aug 05, 2020 1:07 pm Looks like some games also migrates to Godot: https://github.com/unknown-horizons/godot-port and https://github.com/wesnoth/haldric
Wesnoth? Well, I'd never!
Didn't know the first one.
by em3
Tue Aug 04, 2020 9:36 pm
Forum: FreeOrion Project
Topic: Online voice chat meeting, Wednesday July 29th 2020
Replies: 5
Views: 304

Re: Online voice chat meeting, Wednesday July 29th 2020

3. Dropping the manually maintained Visual Studio project: The question has been discussed if it's possible to finally drop maintaining a Visual Studio project for building on Windows in the repo, and completely move to CMake as build system also on Windows. The consensus is that yes, we will make ...
by em3
Tue Aug 04, 2020 9:18 pm
Forum: Programming
Topic: CMake / MSVC project files on Windows
Replies: 8
Views: 325

Re: CMake / MSVC project files on Windows

Geoff the Medio wrote: Mon Aug 03, 2020 12:15 pm See viewtopic.php?f=4&t=11732&p=102823#p102791 at bottom
Thank you, Geoff. :) I thought that was only about possible GiGi replacements, so I skimmed the thread (as I was aware that final decisions will be in further threads).
by em3
Mon Aug 03, 2020 10:50 am
Forum: Programming
Topic: CMake / MSVC project files on Windows
Replies: 8
Views: 325

Re: CMake / MSVC project files on Windows

Am I right to assume this conversation didn't go anywhere?
by em3
Mon Aug 03, 2020 10:44 am
Forum: Programming
Topic: Potential GiGi replacements: Godot
Replies: 8
Views: 277

Re: Potential GiGi replacements: Godot

Godot uses SCons as build tool, C++ modules that interface with Godot will be build by Godot using SCons. The question is, to what degree is it possible to integrate building a FO Godot client into our CMake build system, so you can build FO with just calling cmake and invoke building the client fr...
by em3
Tue Jun 09, 2020 11:09 am
Forum: FreeOrion Project
Topic: In-person developers meeting/hackfest
Replies: 19
Views: 1317

Re: In-person developers meeting/hackfest

why invest the effort of traveling? That's a question of personal motivation. I would be motivated. Clearly you would not. This is OK :-) I daresay it's a question of priorities rather than motivation. It's hard for me to talk for FreeOrion team, as I only got one PR in master before windows CMake ...
by em3
Tue Jun 09, 2020 10:27 am
Forum: FreeOrion Project
Topic: In-person developers meeting/hackfest
Replies: 19
Views: 1317

Re: In-person developers meeting/hackfest

Not to mention the epidemic situation.
by em3
Fri Jun 05, 2020 12:17 pm
Forum: Programming
Topic: Potential replacement of FOCS with Python
Replies: 41
Views: 14106

Re: Potential replacement of FOCS with Python

ThinkSome wrote: Fri Jun 05, 2020 10:32 am Python is hard to cross-compile, I'd rather see FOCS replaced with Lua.
Why would you want to cross-compile? The code could be compiled as part of installation process or on the first run.
by em3
Mon May 04, 2020 10:44 am
Forum: Other Game Design
Topic: Remove base hulls and shipyards from game
Replies: 61
Views: 3299

Re: Remove base hulls and shipyards from game

Because, for some reason I don't understand, it's been decided that FreeOrion will not use actual upkeeps . What I mean by upkeep, just in case my English is too bad for this: Colonies should consume a constant amount of resources (modified by certain policies, techs and buildings). They would also...
by em3
Tue Apr 28, 2020 8:35 pm
Forum: Other Game Design
Topic: Remove base hulls and shipyards from game
Replies: 61
Views: 3299

Re: Remove base hulls and shipyards from game

There's another option: some locked ship designs. One for colony pod, one for outpost pod, one for troops. You can build them sans shipyard, but you can't re-design then or create derivative designs with different parts and same hull.
by em3
Tue Apr 28, 2020 11:55 am
Forum: Play-Testing Feedback
Topic: AI Colony base travelling the starlanes
Replies: 51
Views: 2652

Re: AI Colony base travelling the starlanes

Automatic documentation (the one that pops up to the player without s/he having to actively look for it) could be improved: Description of all predefined outpost ships include the reference SHIPDESIGN_OUTPOSTS_CAPACITY, which links to the Pedia article on outposts. This Pedia article says (among ot...
by em3
Wed Feb 26, 2020 11:38 am
Forum: General Discussion
Topic: What is "combat bonus"?
Replies: 4
Views: 1532

Re: What is "combat bonus"?

Oberlus wrote: Thu Feb 20, 2020 2:49 pm
jinlanid wrote: Thu Feb 20, 2020 2:42 pm no combat bonus? Only stealth bonus?
No damage bonus, only stealth bonus (also a combat bonus).
To elaborate, high enough stealth is handy in combat, because you might not be targeted during first combat bout each turn (assuming that the enemy's detection is low enough).
by em3
Thu Jan 09, 2020 6:50 pm
Forum: Other Game Design
Topic: New species trait: hull engineers
Replies: 19
Views: 2144

Re: New species trait: hull engineers

Should drydock at a bad engineering species planet fix ships of other species only partially? :wink:
by em3
Tue Jan 07, 2020 10:35 am
Forum: Other Game Design
Topic: New species trait: hull engineers
Replies: 19
Views: 2144

Re: New species trait: hull engineers

Theme wise it works because the engineers need to be On the ship to maintain it, just like the pilots have to be there to operate it. And because they are sharing the same environment, they must be the same species. I mean, it's not like the same people that built a ship will be maintaining it? The...