Search found 88 matches

by wheals
Tue May 26, 2015 2:10 pm
Forum: Scripting & Balancing
Topic: Field upgrades, especially for weapons
Replies: 29
Views: 5250

Re: Field upgrades, especially for weapons

It seems to me that the in-supply field upgrades would work fine if the mechanism relied on the player making the upgraded design; I think that would meet all of Geoff's concerns that I recall. If it turns out that deciding "what is a clearly superior upgrade" is too tricky to do automatically, the...
by wheals
Wed May 13, 2015 4:44 pm
Forum: Compile
Topic: working revision for (l)ubuntu 15.04?
Replies: 11
Views: 8809

Re: working revision for (l)ubuntu 15.04?

Looks like the patch at viewtopic.php?p=73789#p73789 is what you need. Some sort of issue with some versions of FreeType.
by wheals
Wed Apr 29, 2015 1:50 pm
Forum: Top Priority Game Design
Topic: Further Refinement of Stealth & Detection
Replies: 54
Views: 23073

Re: Further Refinement of Stealth & Detection

I feel like the real reason you'd want a stealthy planet isn't so much to hide the planet itself, as to hide the outpost or colony that has been built on that planet. How about making all planets have the same visibility/stealth (i.e., 0) as the system that contains them, but if you have insufficien...
by wheals
Thu Mar 26, 2015 11:02 pm
Forum: FreeOrion Project
Topic: GitHub migration procedure
Replies: 209
Views: 46898

Re: GitHub migration procedure

The way the projects I've worked on have done is to have a X.Xa (standing for "alpha") tag in master and X.X in the release. So when reimporting the repo, you could just add a "0.4.5a" tag and you'd have something like v0.4.5a-556-g3648957. So when branching, you'd tag the release branch with 0.4.5b...
by wheals
Thu Mar 26, 2015 10:57 pm
Forum: Compile
Topic: Build failure: PythonUniverseGenerator.h missing
Replies: 6
Views: 6973

Re: Build failure: PythonUniverseGenerator.h missing

It looks like c356695e39 added that into the CMake file when it shouldn't have. I think there's going to be yet another reimport, so it might just pay to wait until then.
by wheals
Wed Mar 25, 2015 5:03 pm
Forum: Programming
Topic: My git usage
Replies: 20
Views: 3117

Re: My git usage

In the discussion above the comment about rebasing was that it allowed fast forward merge of master. Is it also a cleaner structure that makes later review easier in some way? (It does look that way from the diagram). The merge process is probably fast enough we don't really care if it is relativel...
by wheals
Wed Mar 25, 2015 2:55 pm
Forum: Programming
Topic: The Git/GitHub Questions, Answers and Howto Thread
Replies: 214
Views: 52952

Re: GitHub migration procedure

Opening the new branch, which will now have all the commits you had on master, would be the first step. On the command line, my next step would be to switch back to the master branch and wipe it clean (git checkout master && git reset --hard origin/master). I'm not sure how to do this on TortoiseGit...
by wheals
Wed Mar 25, 2015 2:07 pm
Forum: Programming
Topic: The Git/GitHub Questions, Answers and Howto Thread
Replies: 214
Views: 52952

Re: GitHub migration procedure

Since you made the commits before you made the branch, they ended up being in master as well as the branch (the branch being based off of your latest master). You'd have to make the commits after the branch, or (assuming http://tortoisegit.googlecode.com/git/doc/images/en/Commit.png looks around the...
by wheals
Wed Mar 25, 2015 1:55 pm
Forum: Programming
Topic: My git usage
Replies: 20
Views: 3117

Re: My git usage

Often I work directly on the master branch, especially when just making quick changes. In that case, it can be very useful to set git config branch.master.rebase true If you pull master from GitHub, make your commit, then go to push it but someone has pushed something else to GitHub in the meantime,...
by wheals
Mon Mar 23, 2015 5:28 pm
Forum: FreeOrion Project
Topic: GitHub migration procedure
Replies: 209
Views: 46898

Re: GitHub migration procedure

Wow, I come back to check out how FreeOrion is doing after many months of not following it at all, and you guys just the very previous day did something awesome (that will probably make me more willing to contribute, too :) )! Great job everyone!
by wheals
Sun Jan 12, 2014 2:21 pm
Forum: Compile
Topic: ! FO4Win => FO4Cygwin?
Replies: 6
Views: 1376

Re: ! FO4Win => FO4Cygwin?

Windows support isn't deprecated, it's just that the only good way to compile on windows right now is using MSVC. adrian broher was working on making it possible to compile using cmake on windows -- that way, I assume you could use cygwin or any other development tool.
by wheals
Fri Dec 13, 2013 3:50 am
Forum: Play-Testing Feedback
Topic: Major problem with Focus (6281)
Replies: 48
Views: 3067

Re: Major problem with Focus (6281)

OK, that definitely sounds more interesting than my idea :) Since this system would be effectively the same as the current one except in the turns after changing focus, I imagine it could be displayed in basically the same way. In the turns where there's a Current value but no actual production, may...
by wheals
Thu Dec 12, 2013 3:32 pm
Forum: Play-Testing Feedback
Topic: Major problem with Focus (6281)
Replies: 48
Views: 3067

Re: Major problem with Focus (6281)

Maybe the best solution would be to add a "TurnsSinceFocusChangeFrom <Focus>" valueref that accepts a focus as a parameter? I don't know all that much about the parser so I don't know if you could do that or whether you'd have to create a separate valueref for each focus.
by wheals
Wed Dec 11, 2013 9:29 pm
Forum: Play-Testing Feedback
Topic: Major problem with Focus (6281)
Replies: 48
Views: 3067

Re: Major problem with Focus (6281)

No, you misunderstand the mechanic. You lose 1 per turn, but this thread is about a change that, on the first turn you change focus, you now lose 2 per turn, to stop a supposed abuse of focus that let players micromanage to get an optimum output (not something I, personally, thought was a problem a...
by wheals
Wed Dec 11, 2013 12:34 pm
Forum: Play-Testing Feedback
Topic: Major problem with Focus (6281)
Replies: 48
Views: 3067

Re: Major problem with Focus (6281)

Why shouldn't it? If you're not focused on industry, then your planet is losing 2 industry each turn until it reaches the lower max industry. It doesn't have anything to do with switching per se, just with the fact that you're not focused on it anymore.