Search found 781 matches

by AndrewW
Sat Jan 07, 2017 6:20 pm
Forum: Play-Testing Feedback
Topic: Thoughts on latest release...
Replies: 80
Views: 3829

Re: Thoughts on latest release...

Geoff the Medio wrote:My plan/idea to that end is to introduce "targeting computer" or "battle computer" parts, which can specify how ships prioritize targets in combat.
Maybe a core part that can feed targeting data to other ships, which then don't need their own?
by AndrewW
Fri Jan 06, 2017 5:54 pm
Forum: Play-Testing Feedback
Topic: Thoughts on latest release...
Replies: 80
Views: 3829

Re: Thoughts on latest release...

The other problem is of course the ridiculous fact that currently the megacannon does shoot at tiny targets like fighters. Refocus the beam to spread out more, doing less damage but with a wider beam. To borrow a little from the Traveller RPG: Consequently, they are extremely inaccurate when attack...
by AndrewW
Fri Jan 06, 2017 2:59 am
Forum: Scripting & Balancing
Topic: Terraforming costs v fractional production—new system needed
Replies: 55
Views: 4892

Re: Terraforming costs v fractional production—new system ne

MatGB wrote:I agree with all of this I think. One building that does the job over time.
One building to rule them all.
by AndrewW
Thu Jan 05, 2017 4:45 pm
Forum: Scripting & Balancing
Topic: Terraforming costs v fractional production—new system needed
Replies: 55
Views: 4892

Re: Terraforming costs v fractional production—new system ne

Last but not least, give these buildings fitting names. After all, "terraforming" actually refers to making a planets environment "earthlike", "terran". So, the building which converts a planets type to terran would be called "Terraformer". Anyone any ideas about good names for the others? I've to ...
by AndrewW
Wed Dec 28, 2016 5:26 pm
Forum: Off-Topic
Topic: Software freelancing
Replies: 5
Views: 1190

Re: Software freelancing

Vezzra wrote:That's nice to hear, but be warned: the pay is horrible... ;)
Divide by zero?
by AndrewW
Tue Dec 27, 2016 4:01 am
Forum: Support
Topic: Need some help troubleshooting my problem
Replies: 11
Views: 1369

Re: Need some help troubleshooting my problem

MatGB wrote:Second suggestion is to get a cheap wireless mouse that lets you swap batteries, I still can't stand touchpads ;-)
I keep the mushpad on my laptop disabled and use a wired mouse. (Got tired of replacing batteries in cordless mice awhile back).
by AndrewW
Thu Dec 15, 2016 1:04 pm
Forum: Play-Testing Feedback
Topic: Stealthed scouts can force combat
Replies: 3
Views: 553

Re: Stealthed scouts can force combat

I'll agree with you on this one, not a major issue but something that should be addressed at some point.
by AndrewW
Fri Dec 02, 2016 1:43 am
Forum: Other Game Design
Topic: More-Flexible Tech Prerequisites
Replies: 47
Views: 4536

Re: More-Flexible Tech Prerequisites

I know I've talked about the tech tree before, and I actually worked some concept revised tech trees in Open Office Draw (which is good for visualizing the connections). I was hoping to convert those to jpg or some other more easily viewable file at some point. Just a matter of exporting to whateve...
by AndrewW
Mon Nov 28, 2016 10:28 am
Forum: Support
Topic: Stuck in production [2016-11-21.eb057c1]
Replies: 2
Views: 552

Re: Stuck in production [2016-11-21.eb057c1]

Geoff the Medio wrote:Likely the same issue as this: http://www.freeorion.org/forum/viewtopi ... 28&t=10329
Did forget about that little detail, tiny planet new colony so yup a small population.
by AndrewW
Mon Nov 28, 2016 9:41 am
Forum: Support
Topic: Stuck in production [2016-11-21.eb057c1]
Replies: 2
Views: 552

Stuck in production [2016-11-21.eb057c1]

Got 4 cyrogenic colony bases stuck in production, says 1 turn but they never complete. https://drive.google.com/file/d/0Bxa-B67JAtTrZmVQdk8weGVrbEk/view?usp=sharing freeorion.log freeoriond.log Also, same game was invading a colony with 39.5 troops on it, my troop ships had 40 each, it wanted to use...
by AndrewW
Tue Nov 22, 2016 6:37 am
Forum: Play-Testing Feedback
Topic: Miising technologies [buld 2016-11-18.06e6e82]
Replies: 3
Views: 375

Re: Miising technologies [buld 2016-11-18.06e6e82]

Ok with [build 2016-11-21.eb057c1] loading the saved game the missing technologies are showing up now. Also seems ok when starting a new game.
by AndrewW
Mon Nov 21, 2016 4:40 pm
Forum: Play-Testing Feedback
Topic: Miising technologies [buld 2016-11-18.06e6e82]
Replies: 3
Views: 375

Re: Miising technologies [buld 2016-11-18.06e6e82]

Ok, thanks. Sounds like the problem. Will do an update, new compile and see if it fixes it.
by AndrewW
Mon Nov 21, 2016 10:45 am
Forum: Play-Testing Feedback
Topic: Miising technologies [buld 2016-11-18.06e6e82]
Replies: 3
Views: 375

Miising technologies [buld 2016-11-18.06e6e82]

Was there some recent changes to research? Been having technologies missing, though have on occasion shown up. One common one that goes absent is Unified Consciousness.

Doesn't matter if 'everything' is selected or not, or list or tree view.
by AndrewW
Sun Nov 06, 2016 9:54 pm
Forum: Support
Topic: Moderate and High tech natives [build 2016-11-03.469b400]
Replies: 1
Views: 451

Moderate and High tech natives [build 2016-11-03.469b400]

Should this happen, a native planet that has both Moderate and High tech?
Moderate-High.png
Moderate-High.png (43.6 KiB) Viewed 451 times
by AndrewW
Mon Oct 31, 2016 4:45 pm
Forum: Play-Testing Feedback
Topic: AI is tooooooo slow
Replies: 39
Views: 1534

Re: AI is tooooooo slow

The program is able to use 2 core, possibly more. I dont know if its also able to use more-core engine than this. It depends on for what it is made. Possibly a programmer will tell us how many engines maximum free orion is able to use. Not a programmer but each AI has it's own thread. Plus a main t...