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by Bigjoe5
Sun Feb 01, 2015 6:48 pm
Forum: Programming
Topic: Stackability Types
Replies: 21
Views: 1906

Re: Stackability Types

OK - I'll take a look at the relevant code, and post some initial implementation thoughts for review.
by Bigjoe5
Mon Jan 19, 2015 7:10 pm
Forum: Programming
Topic: Stackability Types
Replies: 21
Views: 1906

Re: Stackability Types

OK - so in addition to requirements for ship parts, we also want the system to work with all types of effects groups, and we want to be able to impose a priority order (as per MatGB's use case). So how about an extension to stacking groups to enable specifying the stacking group type, and a priority...
by Bigjoe5
Mon Jan 12, 2015 11:47 pm
Forum: Programming
Topic: Stackability Types
Replies: 21
Views: 1906

Re: Stackability Types

For what parts would that make sense? I can't think of any case where "Use Strongest" wouldn't be the way to go. Armour and troops are notable examples. Probably also fuel. As Chriss says, and as I perhaps should have specified further, it just means look at all the parts on a ship of that type, ad...
by Bigjoe5
Mon Jan 12, 2015 7:35 pm
Forum: Programming
Topic: Stackability Types
Replies: 21
Views: 1906

Stackability Types

Depending on how much time I have over the couple of months, I may start poking around at FO programming again. I thought I'd like to start by adding some stackability parameters to the ship parts, to resolve the conflict between "Use Strongest" and "Stack Freely" styles of stackability. I can think...
by Bigjoe5
Sat Dec 27, 2014 7:08 pm
Forum: Scripting & Balancing
Topic: another way to prevent stacking of shields & detectors
Replies: 76
Views: 8135

Re: another way to prevent stacking of shields & detectors

I still have no idea why you object to decoupling the "capacity" stat from actual effects. Doing so would make it easier to have a sensible statistic (the scripted capacity) for the AI or interface to use, which represents a typical situation, while letting the effects do whatever is desired withou...
by Bigjoe5
Wed Dec 17, 2014 5:47 am
Forum: Programming
Topic: Crash on OSX with r7787 build: deadlock in parser lib
Replies: 28
Views: 1862

Re: Crash on OSX with r7787 build: deadlock in parser lib

I've been experiencing the same problem on Ubuntu with revision 7787.
by Bigjoe5
Tue Dec 16, 2014 6:33 pm
Forum: Programming
Topic: [patch] Graphical Combat Summary
Replies: 52
Views: 3731

Re: [patch] Graphical Combat Summary

Mitten had already put plenty of time into design before he coded up the feature and proposed it for testing/evaluation. Much of the critique and alternate suggestions put up here in response looked impractical and/or poorly thought out. I've never found a single person's design better than what ca...
by Bigjoe5
Tue Dec 16, 2014 5:45 pm
Forum: Programming
Topic: [patch] Graphical Combat Summary
Replies: 52
Views: 3731

Re: [patch] Graphical Combat Summary

I strongly assert that people are generally not at all used to assessing bar graphs in terms of sums of area of the different bars, and for most people that possibility wouldn't cross their mind at all. The issue isn't about how to asses the entire graph - people will assess the graph in terms of w...
by Bigjoe5
Tue Dec 16, 2014 3:09 am
Forum: Programming
Topic: [patch] Graphical Combat Summary
Replies: 52
Views: 3731

Re: [patch] Graphical Combat Summary

I don't recognize either of those graphs as being constructed according to any of the patterns proposed by Mitten (or anyone really) thus far, so it's not clear to me how confusion resulting from them might be a critique/weakness of those previous approaches. Could you clarify the significance of t...
by Bigjoe5
Mon Dec 15, 2014 8:57 pm
Forum: Programming
Topic: [patch] Graphical Combat Summary
Replies: 52
Views: 3731

Re: [patch] Graphical Combat Summary

The total width of the living ships. That's a bit less intuitive, since a fleet with a lot of living ships, but a lot of damage on all of them will have a very small green area, making it seem like a fleet with a single, fully healthy ship represented by a single, full bar will has the same amount ...
by Bigjoe5
Mon Dec 15, 2014 4:18 am
Forum: Other Game Design
Topic: Notify when colony base is possible
Replies: 12
Views: 1457

Re: Notify when colony base is possible

It would be nice if you got a message when a planet reaches 3 population and can build colony bases. I often forget to check until the population is well past 3. That's simple and straightforward. Whenever a colony reaches a pop of 3, the player gets a notification. A reasonable additional conditio...
by Bigjoe5
Mon Dec 15, 2014 4:13 am
Forum: Programming
Topic: [patch] Graphical Combat Summary
Replies: 52
Views: 3731

Re: [patch] Graphical Combat Summary

Mitten.O wrote:An interesting approach, but that way, the health of the fleet is shown by nothing.
The health of the fleet would be shown by the total green area (which is practically the whole motivation for this suggestion). What shows the health of the whole fleet now?
by Bigjoe5
Mon Dec 08, 2014 10:11 pm
Forum: Programming
Topic: [patch] Graphical Combat Summary
Replies: 52
Views: 3731

Re: [patch] Graphical Combat Summary

I haven't tried this in-game, but when I first looked at the graph, I expected the width of each bar to represent the max structure of the ship, and the green part of the vertical axis to represent the remaining proportion of that ship's structure. That way, the green area is representative of the r...
by Bigjoe5
Sat Nov 29, 2014 6:32 pm
Forum: Programming
Topic: Dropping Boost Filesystem v2 support.
Replies: 20
Views: 1663

Re: Dropping Boost Filesystem v2 support.

Did this get commited? I don't see anything about boost::filesystem in the commit logs from this era.
by Bigjoe5
Sat Nov 29, 2014 6:18 pm
Forum: Programming
Topic: Fix warnings about unused stuff
Replies: 26
Views: 1652

Re: Fix warnings about unused stuff

[W]e also have some unused functions, class members & GiGi is full of unused local typedefs, what do we want to do about those ? Are they public, or private functions? If the functions make sense as part of the class's interface, I don't think we need to be too zealous about removing them. In my op...