Search found 4717 matches

by Dilvish
Sat Jul 14, 2018 7:11 pm
Forum: Play-Testing Feedback
Topic: Stealthed planet gets attacked every other turn
Replies: 3
Views: 649

Re: Stealthed planet gets attacked every other turn

Oberlus wrote:but I guess enemy won't be able to invade it?
right
by Dilvish
Sat Jul 14, 2018 7:10 pm
Forum: FreeOrion Project
Topic: 0.4.8 roadmap
Replies: 95
Views: 35106

Re: 0.4.8 roadmap

In PR 2193 Fix compatibility with boost 1.67.0 should go in as-is. Also this should be cherry-picked to 0.4.8. This does look worth at least considering taking some extra days (or a week or two if needed) for an RC3 so that 0.4.8 could be compatible with boost 1.67, since some Linux distros do appea...
by Dilvish
Sat Jul 14, 2018 4:27 pm
Forum: Play-Testing Feedback
Topic: Stealthed planet gets attacked every other turn
Replies: 3
Views: 649

Re: Stealthed planet gets attacked every other turn

The funny thing is my hidden planets get involved in the battle every second turn. First time I noticed a combat report with one hidden GG involved this game, it was a monster (with high detection, I think) who triggered the combat, so all was OK. But these last combats I'm commenting here had no m...
by Dilvish
Fri Jul 13, 2018 6:37 am
Forum: FreeOrion Project
Topic: 0.4.8 roadmap
Replies: 95
Views: 35106

Re: 0.4.8 roadmap

Vezzra wrote:PR#2200 ... would be nice to have it in the release....
Done
by Dilvish
Wed Jul 11, 2018 7:10 pm
Forum: Programming
Topic: Add async threads
Replies: 13
Views: 8081

Re: Add a thread to Universe

However, freezing is essentially a GUI thing and they don't have a GUI, so a thread in Universe doesn't seem appropriate. The server and AI pretty much actually need to just wait on Universe changes to be processed, before they can usefully proceed to a new task, right. I was figuring that you'd le...
by Dilvish
Tue Jul 10, 2018 6:52 pm
Forum: Play-Testing Feedback
Topic: I keep missing a striking warning of PPs getting stockpiled
Replies: 11
Views: 1341

Re: I keep missing a striking warning of PPs getting stockpi

OK, I've revised the PR , so that the new triggers are // red "waste" icon if the non-project transfer to IS is more than either 3x per-turn use or 80% total output // else yellow icon if the non-project transfer to IS is more than 20% total output, or if there is any transfer // to IS and the IS is...
by Dilvish
Sun Jul 08, 2018 11:25 pm
Forum: Programming
Topic: EffectsGroup scope = Source
Replies: 7
Views: 5989

Re: EffectsGroup scope = Source

How about something like the following
Since the syntax already has a functional use for square brackets, I'm not a fan of trying to use them to indicate comments, I'd much rather see comments simply set off by \\
by Dilvish
Sun Jul 08, 2018 7:56 pm
Forum: Other Game Design
Topic: New species trait: fuel efficiency
Replies: 19
Views: 2469

Re: New species trait: fuel efficiency

Last I looked, we already had a limit of one fuel part per hull, and I think you can expect it to stay that way.Nevermind, I got momentarily mixed up with the engine limit.
by Dilvish
Sun Jul 08, 2018 4:44 pm
Forum: Programming
Topic: EffectsGroup scope = Source
Replies: 7
Views: 5989

Re: EffectsGroup scope = Source

flaviojs wrote: so maybe put a note there?
I've made a few adjustments there now.
by Dilvish
Sun Jul 08, 2018 4:35 pm
Forum: Play-Testing Feedback
Topic: I keep missing a striking warning of PPs getting stockpiled
Replies: 11
Views: 1341

Re: I keep missing a striking warning of PPs getting stockpi

I think making the triggers for the warning icons dependent on the ratio of "current stockpile contribution" to "current production" is basically the better approach. There is still the stockpile indicator itself after all. Right, that's the one that I really rely on most myself. It shows the preci...
by Dilvish
Sun Jul 08, 2018 2:21 am
Forum: Play-Testing Feedback
Topic: I keep missing a striking warning of PPs getting stockpiled
Replies: 11
Views: 1341

Re: I keep missing a striking warning of PPs getting stockpi

Oberlus, I just noticed that when you wrote up the Issue for this matter, you had made a new design proposal there that you didn't repeat here. Scattering different proposals around doesn't work well, we try to keep such discussions focused in the design thread like this. Also to note here, your fee...
by Dilvish
Sat Jul 07, 2018 10:55 pm
Forum: Programming
Topic: EffectsGroup scope = Source
Replies: 7
Views: 5989

Re: EffectsGroup scope = Source

then does it make the source of the EffectsGroup the only possible target? Right. The scope is specified by a Condition , and the Condition named "Source" only matches the Source object . I've tried to clarify things a bit more on the Scripting Details page by adding a forward reference to the Cond...
by Dilvish
Sat Jul 07, 2018 8:43 pm
Forum: Programming
Topic: EffectsGroup scope = Source
Replies: 7
Views: 5989

Re: EffectsGroup scope = Source

The Source is always a single object. Which particular object depends on the kind of content the script is specifying. Have you reviewed our Scripting Tutorial and Scripting Details pages? The latter has a section specifically talking about what object serves as the Source for different types of con...
by Dilvish
Tue Jul 03, 2018 3:39 pm
Forum: Support
Topic: Help with colonisation, invasion bug replication
Replies: 7
Views: 6062

Re: Help with colonisation, invasion bug replication

Sometimes when I hit the invasion or establish outpost etc button between turns, ie after the end turn button has been pressed, but before the next turn has begun I don't have time to dig through the details right now, but this part caught my eye. There is a bit of a sloppy aspect to the UI right n...
by Dilvish
Sun Jul 01, 2018 8:28 pm
Forum: Play-Testing Feedback
Topic: bombardment strange things with 0.48 rc2 (and before...)
Replies: 10
Views: 1504

Re: strange things with 0.48 rc2

one more strange thing look at the bomber icone on one of the ships, the "farmer". the two have exactly the same design with robot hull and EMP in all external slots That too can happen in 0.4.7. Please be explicit about what you think the bug is there, or what exactly looks odd to you. If it's jus...