Search found 88 matches

by wheals
Wed May 08, 2013 2:50 am
Forum: Other Game Design
Topic: Shields -> Damage Reduction
Replies: 128
Views: 6531

Re: Shields -> Damage Reduction

Under the current system, I can't think of any difference between a ship with one weapon that attacks in four-shot bursts and a ship with four weapons. In both cases, the damage is being done in three small packets instead of one lump sum. Again, a ship with a 12-damage weapon will do 6 damage to a...
by wheals
Wed May 08, 2013 2:45 am
Forum: Other Game Design
Topic: Expanding wheel of habitability
Replies: 25
Views: 2166

Re: Expanding wheel of habitability

Just wanted to note that Ice giants are not frozen Gas Giants they actually are a different type of planet. Gas giants are made up of 90% hydrogen while Ice Giants are comprised of about 20% hydrogen and a great deal of heavier materials in a supercritical fluid state. See reference here Also of no...
by wheals
Wed May 08, 2013 2:41 am
Forum: Other Game Design
Topic: Shields -> Damage Reduction
Replies: 128
Views: 6531

Re: Shields -> Damage Reduction

The real difference, and what would make a weapon that would be so vulnerable (EDIT: that is, easily defeated by shields) worth using, is that it would only take one slot instead of four.
by wheals
Tue May 07, 2013 1:23 pm
Forum: Other Game Design
Topic: More specials /techs / ship designs
Replies: 35
Views: 3858

Re: More specials /techs / ship designs

A single post with all ideas being thrown around concerning specials: 1) eccentric - This planet has an eccentric orbit around its star. Its strong gravitational influence disrupts the orbits of the planets in the same system. Planets in the same system will have infrastructure reduced by 10 and su...
by wheals
Thu May 02, 2013 1:14 pm
Forum: Other Game Design
Topic: Shields -> Damage Reduction
Replies: 128
Views: 6531

Re: Shields -> Damage Reduction

That's understandable, certainly. I thought now that we actually have a window onto the combat (the combat summary screen) it might work, but it might be best to wait.
by wheals
Tue Apr 30, 2013 2:25 pm
Forum: Other Game Design
Topic: Shields -> Damage Reduction
Replies: 128
Views: 6531

Re: Shields -> Damage Reduction

Now that DR shields have been implemented, I was thinking of something interesting they could be used for. Currently we do not have very much weapon variety. However, there is a ROF stat in the content files (and presumably the parser) that controls the number of shots a weapon can make. It would be...
by wheals
Fri Apr 12, 2013 10:11 pm
Forum: Other Game Design
Topic: Streamlined ShipParts ListBox in DesignWindow
Replies: 4
Views: 784

Re: Streamlined ShipParts ListBox in DesignWindow

Also, while making this post I noticed that Engine Couplings are in the 'Fuel' parts class; it makes enough sense, but perhaps the button should get a title better covering both. Additionally, if we ever wanted to pare presentation of fuel tanks, it would get a little more tricky because of the eng...
by wheals
Wed Apr 10, 2013 11:45 pm
Forum: Programming
Topic: [PATCH] Random-er Galaxies
Replies: 11
Views: 506

Re: [PATCH] Random-er Galaxies

The setup panel is initialized to 250 pixels wide, and you put the randomize button at a left-side x position of 254 pixels as a child window of the panel. This means the GUI won't check if the cursor is in the button because it's not in the button's parent. The button is initialized explicitly to ...
by wheals
Tue Apr 09, 2013 11:38 pm
Forum: Programming
Topic: [PATCH] Random-er Galaxies
Replies: 11
Views: 506

Re: [PATCH] Random-er Galaxies

You didn't commit the graphic for a random galaxy. In the version with a button, a button is created but clicking on it does nothing to m_seed_edit. Additionally, the text spills outside the button. (Maybe these are related, but I doubt it.) I would post a screenshot but for some reason MSVC is insi...
by wheals
Tue Apr 09, 2013 1:50 am
Forum: Programming
Topic: [PATCH] Random-er Galaxies
Replies: 11
Views: 506

Re: [PATCH] Random-er Galaxies

DOUBLE EDIT: oh, apparently [GG::Edit i]s inherited from TextControl? Yes? Yeah, I meant that I didn't notice Edit::Text() simply because it wasn't in Edit.h, being inherited from TextControl::Text(). OK, here is the new and improved patch. The text form of the seed is stored in the OptionsDB, and ...
by wheals
Thu Apr 04, 2013 10:50 pm
Forum: Programming
Topic: [PATCH] Random-er Galaxies
Replies: 11
Views: 506

Re: [PATCH] Random-er Galaxies

I was working on switching the seed box to use a CUIEdit (I think that's the right class) but there doesn't seem to be any "getString" accessor method. How do you actually access the text in a CUIEdit? EDIT: never mind, apparently it's just Text(). I don't know how I missed that in Edit.h. DOUBLE ED...
by wheals
Wed Apr 03, 2013 3:58 pm
Forum: Programming
Topic: [PATCH] Random-er Galaxies
Replies: 11
Views: 506

[PATCH] Random-er Galaxies

(This is my first code patch here, so I'll probably have made lots of mistakes.) So, I was wondering whether there was anything I could try to program, and I saw eleazzar's feature request here . I thought that might be a nice thing to try to implement. I got my solution to compile, but because the ...
by wheals
Sun Mar 31, 2013 1:46 am
Forum: Play-Testing Feedback
Topic: General Feedback (Rev 5771)
Replies: 3
Views: 534

Re: General Feedback (Rev 5771)

Thats the reason why I didn't compile anything myself but used the prebuild archive with the chroot-environment. In detail this one: FreeOrion-v0.4.2-5771-Linux.tar.xz In main menu it says v0.4.1 Rev 5771. That's a month or two old; it's possible some of your issues have been resolved. Performance ...