Search found 43 matches

by gvdm
Sat Mar 02, 2013 12:53 pm
Forum: Programming
Topic: Patch: Prefer GIGIDIR over pkgconfig
Replies: 5
Views: 431

Re: Patch: Prefer GIGIDIR over pkgconfig

I applied this patch, deleted CMakeCache.txt and rebuilt, everything went fine. However, do note, I use cmake -DCMAKE_INCLUDE_PATH=GG -DCMAKE_LIBRARY_PATH=GG . as I don't install GG, I just build it and then point freeorion at the GG dir as its there already (might be nice to add to the wiki, it all...
by gvdm
Wed Feb 27, 2013 7:46 pm
Forum: FreeOrion Project
Topic: To Break or Not to Break the AI, that is the question...
Replies: 8
Views: 1553

Re: To Break or Not to Break the AI, that is the question...

My apologies for posting unclearly, instead of saying: That's a nice article, from what I summarise he mentions basically two things I meant: That's a nice article, from what I summarise he mentions basically two things relating to AI The post is massive and covers a lot of ground about Civ5 and his...
by gvdm
Wed Feb 27, 2013 5:57 pm
Forum: FreeOrion Project
Topic: To Break or Not to Break the AI, that is the question...
Replies: 8
Views: 1553

Re: To Break or Not to Break the AI, that is the question...

That's a nice article, from what I summarise he mentions basically two things, he got caught up in designing an elegant AI engine rather than a strong AI and that making the AI have mood swings was not conducive to fun gameplay.
by gvdm
Tue Feb 26, 2013 10:41 am
Forum: FreeOrion Project
Topic: To Break or Not to Break the AI, that is the question...
Replies: 8
Views: 1553

Re: To Break or Not to Break the AI, that is the question...

Is there any way to allow the AI to see the value of techs? IE, have the AI see that one tech provides 0.5 industry per pop and the other +5? And then some kind of weighting, ie, the AI compares its current industry and research and decides industry is lagging, hence researches industry improving te...
by gvdm
Tue Feb 26, 2013 9:11 am
Forum: Other Game Design
Topic: Top-Down Revision of Ship Hulls
Replies: 17
Views: 2797

Re: Top-Down Revision of Ship Hulls

I would be /hugely/ in favour of reducing the number of hull technology types to ~5 and then allowing you to tech up in a given hull flavour for more slots/shield/stealth or whatever is appropriate for that hull type. At the moment the number of hull types along with their special factories makes th...
by gvdm
Mon Feb 25, 2013 8:31 pm
Forum: Compile
Topic: [5802] compile problem
Replies: 42
Views: 3699

Re: [5802] compile problem

Is this related? I was able to compile on ~5780 but now I can't. Scanning dependencies of target core_static [ 1%] Building CXX object CMakeFiles/core_static.dir/combat/OpenSteer/CombatFighter.cpp.o [ 2%] Building CXX object CMakeFiles/core_static.dir/combat/OpenSteer/CombatShip.cpp.o [ 2%] Building...
by gvdm
Sun Feb 24, 2013 12:40 pm
Forum: Support
Topic: Outposts on hostile planets
Replies: 6
Views: 552

Re: Outposts on hostile planets

by gvdm
Sun Feb 24, 2013 12:14 pm
Forum: Support
Topic: Outposts on hostile planets
Replies: 6
Views: 552

Re: Outposts on hostile planets

Ah, you are correct and I was incorrect.

It was the inconsistency in the UI between colonise and placing an outpost that caught me. Is there a reason why you have to select outpost ships but not colony ships?
by gvdm
Sun Feb 24, 2013 11:33 am
Forum: Scripting & Balancing
Topic: Eaxaw starting ships
Replies: 6
Views: 1142

Eaxaw starting ships

For the love of god, laser 3? And extra ships? I get that they're aggresive but this makes it nearly impossible to play a game where you start next to them. Maybe they should get subterreanen hab and constr as they are burrowers. But this class of firepower is uncalled for. My two cents. I've just s...
by gvdm
Sun Feb 24, 2013 11:29 am
Forum: Support
Topic: Outposts on hostile planets
Replies: 6
Views: 552

Outposts on hostile planets

Hostile planets can not support a colony yet do not qualify as suitable for outposts (which require an inhospitable environment).

Is this correct? Is it expected/wanted?
by gvdm
Sat Feb 23, 2013 9:27 pm
Forum: Compile
Topic: Error linking libcore.a into freeoriond
Replies: 8
Views: 1194

Re: Error linking libcore.a into freeoriond

That is correct, I did install GiGi into a prefix within my home directory. As a rule I never store stuff I custom compile into the root directory as it then gets real messy with your package manage. For example if GiG ever gets packaged by fedora like bullet and ogre are then there are all sorts of...
by gvdm
Sat Feb 23, 2013 7:48 pm
Forum: Compile
Topic: Error linking libcore.a into freeoriond
Replies: 8
Views: 1194

Re: Error linking libcore.a into freeoriond

This is git commit 790ddd3cd346aefa8288d1d54bd0d9d038381ea9 checked out 13/2, about 10 days ago, GiGi and FO checked out at the same time.
The GiGi is from "SVN" (well, repository) but I installed it out and linked from that prefix.
I'll re-fetch and recompile and let you know
by gvdm
Sat Feb 23, 2013 2:08 pm
Forum: Compile
Topic: Error linking libcore.a into freeoriond
Replies: 8
Views: 1194

Error linking libcore.a into freeoriond

Specifically it seems to be lots of "undefined reference to `adobe::version_1::name_t::name_t(char const*)'" gcc 4.7.2 boost 1.50 bullet 2.81 ogre 1.7.4 What follows is the output from make from when the error started Linking CXX executable ../freeoriond ../libcore.a(Effect.cpp.o): In function `Effe...
by gvdm
Sun Jan 08, 2012 1:41 pm
Forum: Compile
Topic: Compiling with FC16 on x86_64
Replies: 2
Views: 871

Compiling with FC16 on x86_64

Just got fedora core 16 going and now trying to compile Freeorion. Here is the error message: Building CXX object src/CMakeFiles/GiGi.dir/Texture.cpp.o /home/gvdm/Games/freeorion/FreeOrion/GG/src/Texture.cpp: In member function ‘void GG::Texture::Load(const string&, bool)’: /home/gvdm/Games/freeorio...
by gvdm
Sun Nov 27, 2011 4:45 pm
Forum: Other Game Design
Topic: Resources
Replies: 23
Views: 2744

Re: Resources

As I'm going through the list I've noticed that some species just seem weak in general, the Cynos for example, can't mine or do industry but get no bonuses to farming or research. Now I'm aware that some species are non playable so I'll just assume this is a conscious design decision and leave as is...