Search found 88 matches
- Sat Oct 19, 2013 11:30 pm
- Forum: FreeOrion Project
- Topic: Reclaiming the freeorion Github account.
- Replies: 9
- Views: 3118
Re: Reclaiming the freeorion Github account.
Given that Tyreth just made a an edit on the wiki, it was probably him.
- Sun Sep 08, 2013 2:29 am
- Forum: Play-Testing Feedback
- Topic: feedback 6394
- Replies: 2
- Views: 340
Re: feedback 6394
It seems to be related to a bug that greyed out projects that already had all their PP but weren't built yet (link here) which has been fixed.
- Mon Sep 02, 2013 12:59 pm
- Forum: Scripting & Balancing
- Topic: Species Differentiation Continues...
- Replies: 15
- Views: 2488
Re: Species Differentiation Continues...
Gotcha. I thought at first it was strange that organic wasn't contrasted directly to "metallic" or something, but I get your point and you're right that it's not really that complicated.
- Sun Sep 01, 2013 1:42 pm
- Forum: Scripting & Balancing
- Topic: Species Differentiation Continues...
- Replies: 15
- Views: 2488
Re: Species Differentiation Continues...
FO uses the term correctly-carbon based life. It has nothing to do with what food they eat, and an organic hull is grown using carbon chains. There's no confusion or complication of the term there, if the term is used incorrectly in common speech that's not a reason to not use it correctly in a gam...
- Sun Sep 01, 2013 11:39 am
- Forum: Scripting & Balancing
- Topic: Species Differentiation Continues...
- Replies: 15
- Views: 2488
Re: Species Differentiation Continues...
Personally, I feel like the pick for species that need to eat normal food shouldn't be called "organic." The word already has two different meanings in common speech, and FO adds two more besides this one (a specific hull and a hull type). Also, it implies that plants are inorganic lifeforms, which ...
- Sun Aug 18, 2013 3:08 pm
- Forum: Scripting & Balancing
- Topic: Nanite Repair System
- Replies: 22
- Views: 1969
Re: Nanite Repair System
Why not replace the tech effect with only unlocking the part, or reduce the effects of all damage control techs and give them all a repair part? That way, Damage Control techs would be less no-brainers that you want to get as soon as possible, since they would only be very useful if you are using an...
- Tue Jul 23, 2013 4:50 pm
- Forum: Support
- Topic: Low-Tech options?
- Replies: 5
- Views: 657
Re: Low-Tech options?
Nice, did not know that you could drag the research screen around. Good there. I've got the graphics options turned way down, gas rendering and what not. I guess the only that is really really bothersome is the asteroids blink/skip frames constantly. I tried changing the asteroid fps in the planets...
- Thu Jul 04, 2013 3:33 pm
- Forum: Programming
- Topic: UML/Diagrams/Anything which explains architecture?
- Replies: 3
- Views: 483
Re: UML/Diagrams/Anything which explains architecture?
Note that if you are building using cmake, you can configure it to generate a Makefile that automatically builds all the doxygen files whenever an update occurs.
- Wed Jul 03, 2013 8:23 pm
- Forum: Programming
- Topic: UML/Diagrams/Anything which explains architecture?
- Replies: 3
- Views: 483
Re: UML/Diagrams/Anything which explains architecture?
Hi there, I'm taking an overall look at freeorion's code. I'm just wondering if there exists any UML/class diagrams/diagram/documentation about the game architecture and design. For sure it would help me and haste my understanding of the application. Thank you The only thing I know of is this , whi...
- Tue Jul 02, 2013 10:46 pm
- Forum: Top Priority Game Design
- Topic: What to do about Infrastructure?
- Replies: 84
- Views: 41938
Re: What to do about Infrastructure?
An idea: One of the balance problems that gets mentioned sometimes is the mid to late game abiltiy to spam fleets very quickly, and all at the front line/recently captured planets. How about tying infrastructure in to the ability to import/export production? You'd need to change the numbers, but if...
- Mon Jun 24, 2013 11:39 am
- Forum: Scripting & Balancing
- Topic: Xenophobic species trait
- Replies: 52
- Views: 4598
Re: Xenophobic species trait
You don't need the outer HasTag either unless for some reason the macro was inserted into a species without the Xenophobic tag.
- Thu Jun 20, 2013 4:50 pm
- Forum: Programming
- Topic: [PATCH] Replace custom Find(OGRE|OIS) cmake modules with ups
- Replies: 6
- Views: 603
Re: [PATCH] Replace custom Find(OGRE|OIS) cmake modules with
Works for me. In fact, it doesn't look like the makefile is even changed; this is just apparently the first stage.Geoff the Medio wrote:Could someone else using cmake give these a test run?
- Wed Jun 12, 2013 9:08 pm
- Forum: Other Game Design
- Topic: Etty Blindness
- Replies: 4
- Views: 427
Re: Etty Blindness
Could you add a condition to their effectsgroups so that if their detection range is <= 20, their ship's range is reduced to 1? That way, they could attack ships in the same system, but not see anything outside it. It seems like it would make more sense to just let objects with detection range of 0 ...
- Tue Jun 11, 2013 3:32 pm
- Forum: Programming
- Topic: [PATCH] Make GiGi adam and eve binding optional and disable
- Replies: 4
- Views: 833
Re: [PATCH] Make GiGi adam and eve binding optional and disa
Yeah, that's what I meant. Sorry if I was imprecise.adrian_broher wrote:That's not a crash but a linker error.wheals wrote:This causes the following crash for me
The changed patch compiles for me, but Geoff might want to get Nagilum's confirmation before committing.
- Mon Jun 10, 2013 9:38 pm
- Forum: Programming
- Topic: [PATCH] Make GiGi adam and eve binding optional and disable
- Replies: 4
- Views: 833
Re: [PATCH] Make GiGi adam and eve binding optional and disa
Hello, the attached patch adds an option to the GiGi CmakeFile, that allows to disable the Adam binding (default OFF). Eve is now dependent on Adam and can only be build with Adam enabled. It also configures FreeOrion to build GG without Adam binding. CMakeLists.txt | 1 + GG/CMakeLists.txt | 3 +- G...