Search found 88 matches

by wheals
Sun Jun 09, 2013 9:33 pm
Forum: Graphics
Topic: Icons Requests
Replies: 83
Views: 48502

Re: Icons Requests

Could I ask for clarification of the impression meant to be given by (at least these versions of) the ModeratorAction, Object, and Design buttons? My guess the moderator action is supposed to look like a crown, since the moderator has absolute power. The design symbol has the symbol for the "Ships"...
by wheals
Sun Jun 09, 2013 4:05 pm
Forum: Play-Testing Feedback
Topic: 6104 Feedback
Replies: 10
Views: 481

Re: 6104 Feedback

2 minor bugs i found so far: 1) Asteroid (Reformation) Processor remain active after creating an Artificial Planet, they should destroy themselves. (see GasGiantGenerator) Asteroid Reformation Processor is used in the production of asteroid hulls and one type of armor. But they're only buildable at...
by wheals
Fri Jun 07, 2013 12:41 pm
Forum: Compile
Topic: Link error on Fedora 18 x86_64 [6121]
Replies: 2
Views: 1226

Re: Link error on Fedora 18 x86_64 [6121]

OK, fixed it. Freerion is working! :D For the sake of those in the future who wonder what was wrong: When googling, I didn't find a solution (most of the error reports were for different problems) but I did find someone who implied the error was connected to building a C++ program with a C compiler....
by wheals
Fri Jun 07, 2013 1:14 am
Forum: Compile
Topic: Link error on Fedora 18 x86_64 [6121]
Replies: 2
Views: 1226

Link error on Fedora 18 x86_64 [6121]

I tried to compile FO on Linux for my first time today. I had no problems (except for not getting the right packages at first) until I ran into this error with ld crashing and not linking freeoriond: /bin/ld: CMakeFiles/freeoriond.dir/__/network/ServerNetworking.cpp.o: undefined reference to symbol ...
by wheals
Fri Jun 07, 2013 1:03 am
Forum: Programming
Topic: [PATCH] Moved stringtable implementation to util directory
Replies: 7
Views: 270

Re: [PATCH] Moved stringtable implementation to util directo

Geoff the Medio wrote:Update to the newest revision. A fill went missing in the relevant commit. It should be back.
OK, thank you. I was just about to post that StringTable.h was deleted but not added.
by wheals
Fri Jun 07, 2013 12:57 am
Forum: Programming
Topic: [PATCH] Moved stringtable implementation to util directory
Replies: 7
Views: 270

Re: [PATCH] Moved stringtable implementation to util directo

Committed. I am compiling Freeorion on Linux for the very first time today (Fedora 18, x86_64). For some reason, it won't compile MultiplayerCommon.cpp with your commit but it will without it. I don't know if that is because I started the build, then did an svn up in the middle? I deleted CMakeCach...
by wheals
Tue May 28, 2013 3:13 am
Forum: Programming
Topic: [PATCH] Add UserString to content scripts.
Replies: 8
Views: 319

Re: [PATCH] Add UserString to content scripts.

Maybe I'm missing something (I know around nothing about parsing in general), but if the point is just to be able to find the user-translatable strings in a content script file (which seems to be the use of the related patches), couldn't a coder/scripter (or the computer, in a slightly different man...
by wheals
Sun May 26, 2013 2:36 am
Forum: Other Game Design
Topic: Tech tree
Replies: 8
Views: 1248

Re: Tech tree

How about this: Most techs are 'standard', in addition there are three special categories Energy, Organic, Mechanical with each 10-20% of the full tech tree. They are different in two ways: Special tech trees must be unlocked by some expensive standard techs, so they are avaiable at midgame. There ...
by wheals
Tue May 21, 2013 1:14 am
Forum: Play-Testing Feedback
Topic: Feedback V0.42
Replies: 15
Views: 1227

Re: Feedback V0.42

For number 6, I think that's intentional -- It can only be researched by exploring ancient ruins. Maybe there should be a "hidden" bit for techs that makes them show only if they have been researched, even if you have "show all" on. Number 8, I'd be even more assertive: there should be a sitrep WHEN...
by wheals
Tue May 14, 2013 1:38 pm
Forum: Top Priority Game Design
Topic: Happiness, Influence, & Allegiance
Replies: 117
Views: 40793

Re: Happiness, Influence, & Allegiance

Interesting ideas... I think your idea about happiness is interesting. Geoff (I believe) mentioned earlier in the thread that making happiness an only-bad thing would be annoying, but if happiness stays significantly above thresholds where bad things happen most of time, that might not be so bad. Yo...
by wheals
Tue May 14, 2013 1:29 pm
Forum: Other Game Design
Topic: Moving Fleets and Visibility
Replies: 3
Views: 510

Moving Fleets and Visibility

"Moving" fleets & Visibility I'd like to propose that fleets be considered as 'moving' (and therefore not grant empire detection range) when they are actually on starlanes, and not merely because they have been given a move order and have a m_next_system value. The current treatment is a problem fo...
by wheals
Thu May 09, 2013 8:22 pm
Forum: Other Game Design
Topic: Shields -> Damage Reduction
Replies: 128
Views: 6531

Re: Shields -> Damage Reduction

I don't see how in this case, since a single ship firing a single weapon is displayed in the combat report as it's own event, and isn't even even shown as being associated with the other weapons fired by the ship on the same turn. In contrast, if firing a multi-part weapon was still effectively a s...
by wheals
Thu May 09, 2013 1:55 pm
Forum: Other Game Design
Topic: Shields -> Damage Reduction
Replies: 128
Views: 6531

Re: Shields -> Damage Reduction

The "burst size"/"rate of fire" stat is already in game as a characteristic of ships and failure to acknowledge this can be problematic. Let us take two ships: Ship A has one weapon that does 8 damage, while Ship B has four weapons that do 3 damage. Ship A would then be said to have an attack power...
by wheals
Wed May 08, 2013 12:57 pm
Forum: Other Game Design
Topic: Shields -> Damage Reduction
Replies: 128
Views: 6531

Re: Shields -> Damage Reduction

His sentence 3 seems to be right: it will do 3+3+3+3=12 against an unshielded target, 2+2+2+2=8 against SH=1, and 1+1+1+1=4 against SH=2 It seems to me you're looking at his fourth sentence, not his third. Huh, missed the second sentence. Well, his third sentence is correct if he mistyped and meant...
by wheals
Wed May 08, 2013 12:56 pm
Forum: Other Game Design
Topic: Expanding wheel of habitability
Replies: 25
Views: 2166

Re: Expanding wheel of habitability

Still, I believe that making ice giants a new uninhabitable planet type that provides different opportunities and resources than GG might be more interesting than just adding a special. :| I agree, but the wheel of habitability can't be changed by adding new planet types through scripts; all values...