Search found 58 matches

by spikethehobbit
Sat Jun 18, 2016 2:23 pm
Forum: Programming
Topic: Python __path__ help
Replies: 10
Views: 1438

Re: Python __path__ help

Ouch. That looks like a broken python install. It's not an install... it's the python.exe in the FreeOrion SDK. >>> import xml >>> print xml.__path__ ['C:\\Users\\Geoff\\Desktop\\FreeOrion_VS2013_SDK\\FreeOrionTemp\\python27.zip\\xml'] I've never tried the windows version, so there is much I haven'...
by spikethehobbit
Sat Jun 18, 2016 9:24 am
Forum: General Discussion
Topic: Did you ever quit a game because it was too easy?
Replies: 11
Views: 1149

Re: Did you ever quit a game because it was too easy?

I had a game recently where three of my first five colonizers arrived at systems the same turn Ion Storms spawned there, only to get wiped out by monsters I didn't see because of the storms. This left me firmly wedged between 3 AI's, one who cut my (six system) empire in half. The Experimenters star...
by spikethehobbit
Sat Jun 18, 2016 9:11 am
Forum: Programming
Topic: Python __path__ help
Replies: 10
Views: 1438

Re: Python __path__ help

Ouch. That looks like a broken python install. Ah, it is in a .zip file, so it can't load the .dll. If it isn't too much trouble, could you try:

Code: Select all

import xml
print xml.__path__
That one should work even loading from a .zip file.

Mine gives

Code: Select all

['/usr/lib/python2.7/xml']
Thanks.
by spikethehobbit
Sat Jun 18, 2016 2:30 am
Forum: Programming
Topic: Python __path__ help
Replies: 10
Views: 1438

Python __path__ help

Some proposed changes to the python interface use the `__path__` variable, but I am unsure how this variable works on different platforms. It would be helpful if a Windows and a Mac user could each post the output of this script: import ctypes print ctypes.__path__ On Linux, it produces ['/usr/lib/p...
by spikethehobbit
Wed Jun 08, 2016 1:16 am
Forum: Scripting & Balancing
Topic: Rethinking Transcendence
Replies: 8
Views: 2588

Re: Rethinking Transcendence

I would require a Megalith to begin conversion, and if it is lost/destroyed, you lose all converted population. If that was everybody, you just lost the game.
by spikethehobbit
Tue Jun 07, 2016 1:37 am
Forum: Scripting & Balancing
Topic: Rethinking Transcendence
Replies: 8
Views: 2588

Re: Rethinking Transcendence

Gradual abandonment does sound interesting. The challenge there is that all of your colonies become outposts, reducing production and leaving you more vulnerable to invasion. Limiting the rate that population can transcend gives enemies more time break through to capture/destroy the Megalith. The ca...
by spikethehobbit
Tue Jun 07, 2016 1:27 am
Forum: Scripting & Balancing
Topic: Timing: mines vs damage control
Replies: 4
Views: 589

Re: Timing: mines vs damage control

I'm with Vezzra here. The chance of a Riposte is the only reason to research mines long term. Option 2 means they aren't worth the RP.
by spikethehobbit
Tue Jun 07, 2016 1:22 am
Forum: Scripting & Balancing
Topic: Autoforming
Replies: 25
Views: 1795

Re: Autoforming

@LGM-Doyle
Your suggestion essentially swaps the roles of Terraforming and Adaptation. Ignoring that, different colonizers for different environments is exactly what MOO1 did. In practice it gets very micro-managy, which is what I'm trying to avoid.
by spikethehobbit
Sun Jun 05, 2016 12:59 am
Forum: Scripting & Balancing
Topic: Autoforming
Replies: 25
Views: 1795

Re: Autoforming

@MatGB Terraforming vs Adaptation Currently, adaptation increases the number of available worlds, while terraforming increases the quality. From a gameplay perspective, they have different goals and effects. To remain balanced while making them exclusive would require making all worlds colonizable s...
by spikethehobbit
Sun May 29, 2016 2:11 am
Forum: Scripting & Balancing
Topic: Autoforming
Replies: 25
Views: 1795

Re: Autoforming

Yes, that is a better idea. OK, preliminary design: Automation tab under options. Autoforming will be the only one to start with, but there is potential need for more options Autoforming option under Galaxy Context Menu. When active, Terraformable worlds will automatically queue themselves. Only one...
by spikethehobbit
Sat May 28, 2016 6:02 pm
Forum: Scripting & Balancing
Topic: Autoforming
Replies: 25
Views: 1795

Re: Autoforming

No current interface to add to either queue within FOCS. I was afraid of that. Even if desired, doing so might mean fun things for the AI. My purpose is purely user automation. The AI has no need of this building. You could directly CreateBuilding The purpose is automating production. CreateBuildin...
by spikethehobbit
Sat May 28, 2016 3:53 am
Forum: Scripting & Balancing
Topic: Autoforming
Replies: 25
Views: 1795

Autoforming

I'm trying to create an Autoforming building to ease Terraforming. Once built, this building would automatically queue Terraforming and Gaiaforming jobs on the same planet until completed, thereby reducing micromanagement. The problem I'm running into is that I can't find a way to queue construction...
by spikethehobbit
Sat May 28, 2016 3:44 am
Forum: Scripting & Balancing
Topic: Bombard balance
Replies: 5
Views: 802

Re: Bombard balance

Currently, Chaos Wave is the only Self Sustaining targeting weapon.
by spikethehobbit
Sat May 14, 2016 12:10 pm
Forum: Other Game Design
Topic: suggeston: sensible planet evaluations
Replies: 3
Views: 609

Re: suggeston: sensible planet evaluations

The info isn't obsolete. It shows the status for the currently selected colonizer, which is the most relevant info to show.
by spikethehobbit
Sat May 14, 2016 12:07 pm
Forum: Other Game Design
Topic: Queue rule fix for terraforming.
Replies: 0
Views: 1282

Queue rule fix for terraforming.

Currently Terraforming can be queued on planets with Gaiaform specials, which makes no sense. Terraform Reversion can also be queued at the same time as Terraforming or with Gaiaform. I'm not exactly sure of the differences between 'location' and 'EnqueueLocation' A similar group exclusion should pr...