Search found 43 matches

by gvdm
Sun Nov 27, 2011 6:37 am
Forum: Other Game Design
Topic: Resources
Replies: 23
Views: 2739

Re: Resources

I think it was symbiotic biology and maybe another tech or two (which I have also changed and therefore I can't find the separate fix). I'll look into this a bit further.
Also, all my contributions are GPL 2.0 or later and CC-BY-SA 3.0
by gvdm
Sun Nov 27, 2011 6:35 am
Forum: Programming
Topic: Rework effects code to preserve ordering
Replies: 2
Views: 402

Re: Rework effects code to preserve ordering

Yep, sorry my bad, changes are under the GPL v2.0 (or later).
by gvdm
Sun Nov 20, 2011 1:59 pm
Forum: Other Game Design
Topic: Resources
Replies: 23
Views: 2739

Re: Resources

And here is the update.
Lots of balancing along with more tech updates to fit in the new system.
Also, the computronium moon special updated.
The Chato species has also been reworked to work with the new resource layout
by gvdm
Sun Nov 20, 2011 12:31 pm
Forum: Programming
Topic: Rework effects code to preserve ordering
Replies: 2
Views: 402

Rework effects code to preserve ordering

As I was playing around with effects it came up that the ordering was not always as expected, which is species first, specials, techs, buildings and then ships (as they are loaded in Universe::GetEffectsAndTargets). The cause of this was due to them being stored as a map, however, they are never acc...
by gvdm
Sat Nov 19, 2011 4:29 pm
Forum: Other Game Design
Topic: Resources
Replies: 23
Views: 2739

Re: Resources

The great thing about the effects script is that no recompilation is necessary. Just overwrite the files in FreeOrion/default with the supplied files and viola, when the game starts new scripting is used. I do however concede that a .patch is not the most effective method of distributing updates for...
by gvdm
Sat Nov 19, 2011 2:17 pm
Forum: Scripting & Balancing
Topic: Ship shields aren't regenerating at the end of each turn
Replies: 2
Views: 621

Re: Ship shields aren't regenerating at the end of each turn

I've only just learned the Effects script and I'm not one of the developers, but that looks good to me. I applied the patch and headed into a battle with a test fleet. The next turn after the battle the shields were regenerated. Which is what the patch does, shield regen after a turn. I'll therefore...
by gvdm
Sat Nov 19, 2011 1:11 pm
Forum: Other Game Design
Topic: Resources
Replies: 23
Views: 2739

Resources

This is a change to the resource management of FreeOrion. The resource system has been changed to produce small quantities of the resources generally and the focus system to greatly boost production. Something I came across was the slow startup of a FreeOrion game. Untill you have more than 3 planet...
by gvdm
Tue Nov 08, 2011 6:37 pm
Forum: Other Game Design
Topic: UI Suggestions
Replies: 8
Views: 540

Re: UI Suggestions

Just had another thought. I've been playing a bit lately and I find myself clicking through all the planets a lot. Trying to see who's set to which focuses and what the stats are. So what I'm suggesting is a list of all colonies, showing all resource metrics, with the ability to sort by each stat, a...
by gvdm
Tue Nov 08, 2011 5:11 pm
Forum: Other Game Design
Topic: UI Suggestions
Replies: 8
Views: 540

Re: UI Suggestions

Leave the drop box and allow for focus selection via clicking on resources. As I see it, majority of planets will have resource-related focus, if only to keep the economy going. This means, that for the most part you will be selecting amongst these foci anyway. And all the other foci will still be ...
by gvdm
Mon Nov 07, 2011 9:08 pm
Forum: Scripting & Balancing
Topic: Balancing growth techs
Replies: 3
Views: 749

Re: Balancing growth techs

Good work. Fast moving devs build momentum :D Just another thing, medium adequate planets that get to cyborg (and the xeno tech below cyborg) have more pop than medium good planets. I would have thought that good planets would always provide the best population for a species adapted to that environm...
by gvdm
Sun Nov 06, 2011 9:25 pm
Forum: Other Game Design
Topic: UI Suggestions
Replies: 8
Views: 540

Re: UI Suggestions

Something else, being able to do away with the Empires window (list of all players) that gets reopened every turn. Also jumping out of the production/research screens between turns is quite annoying. In general, the UI state changing between turns I find bad. That, or the pace of the game needs to i...
by gvdm
Sun Nov 06, 2011 7:05 pm
Forum: Scripting & Balancing
Topic: Balancing growth techs
Replies: 3
Views: 749

Balancing growth techs

Example: Terrans on medium ocean vs medium terran. Medium Terran is 15 to start and Medium Ocean is 3. Then comes Symbiotic Biology which gives a +9 for the medium ocean but nothing for the terrans on their own homes! And then Xenological Genetics for another +12. End result, Terrans have 15 on thei...
by gvdm
Sun Nov 06, 2011 11:11 am
Forum: Other Game Design
Topic: UI Suggestions
Replies: 8
Views: 540

Re: UI Suggestions

For selecting the focus, instead of having a dropdown of icons, simply click on the icon of the resource you want to focus, less space used, less clicks. Big win.