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by Bigjoe5
Sat Nov 29, 2014 6:16 pm
Forum: Scripting & Balancing
Topic: another way to prevent stacking of shields & detectors
Replies: 76
Views: 8865

Re: another way to prevent stacking of shields & detectors

[T]here are many possible forms of stacking. Those hypothetical forms of stacking aren't in use at the moment, as far as I know. We only have "strongest part wins", and "fully stacking". The mere fact that there are "many possible forms of stacking" is not an argument against abstracting out "stack...
by Bigjoe5
Sat Nov 29, 2014 6:09 pm
Forum: Programming
Topic: [patch] Everybody shoots
Replies: 86
Views: 7250

Re: [patch] Everybody shoots

Dilvish wrote:a reminder for us to follow up on this...
Has this been followed up on?
by Bigjoe5
Thu Nov 27, 2014 4:36 pm
Forum: Programming
Topic: About freeorion's performance
Replies: 82
Views: 12416

Re: About freeorion's performance

I would, definitely, dump the idea of dynamically updating the top title, it's perfectly fine if that only changes when someone hits 'save' for the design and it was definitely part of the problem for me. There's no reason to dump that idea, IMO - that kind of thing shouldn't be causing noticeable ...
by Bigjoe5
Sat Nov 22, 2014 9:22 pm
Forum: Scripting & Balancing
Topic: another way to prevent stacking of shields & detectors
Replies: 76
Views: 8865

Re: another way to prevent stacking of shields & detectors

Dilvish wrote:BTW, BigJoe, it's been a while, nice to see you back on the boards.
It has, hasn't it? Thanks. :)
by Bigjoe5
Sat Nov 22, 2014 7:39 pm
Forum: Scripting & Balancing
Topic: another way to prevent stacking of shields & detectors
Replies: 76
Views: 8865

Re: another way to prevent stacking of shields & detectors

The former certainly sounds like a reasonable design restructuring; the latter sounds like a pretty significant/ambitious change whose payoff seems potentially great but also currently rather nebulous (to me anyways). I'll leave further discussion of such plans to you and Geoff. "Potentially great,...
by Bigjoe5
Sat Nov 22, 2014 6:06 pm
Forum: Scripting & Balancing
Topic: another way to prevent stacking of shields & detectors
Replies: 76
Views: 8865

Re: another way to prevent stacking of shields & detectors

I realize that the thread title refers solely to shields and detectors, but should stealth parts also be included? I know there was pushback a long time ago against the idea of making certain part classes either stacking or non-stacking as a whole on the c++ side, but it looks like this is a very di...
by Bigjoe5
Wed Apr 30, 2014 11:33 pm
Forum: Support
Topic: High Cloud Cover
Replies: 6
Views: 1035

Re: High Cloud Cover

[...]when I set the filter to monsters, [...] there Is a Cloud... Yeah, this is the way the stealth specials get added to non-empire-owned planets throughout the game. The specials are there so that a stealthy planet won't obviously be identifiable as being owned by an empire. But of course, if the...
by Bigjoe5
Tue Apr 29, 2014 5:34 pm
Forum: Programming
Topic: Building FO with Xcode5/clang on OSX 10.9 Mavericks
Replies: 6
Views: 861

Re: Building FO with Xcode5/clang on OSX 10.9 Mavericks

I wasn't able to find results that single out OS X, but these statistics indicate that just under 18% of OS X users are still on 10.6.
by Bigjoe5
Fri Apr 18, 2014 10:42 pm
Forum: Play-Testing Feedback
Topic: General Feedback
Replies: 11
Views: 771

Re: General Feedback

What specifically are you thinking it is good to build at all new planets? Well, I'd head for whatever production buildings there are like Industrial Centre / Gas Power Generator / Solar Generator / black hole power gen where possible for starters. Industrial Centre and Solar / Black Hole Power Gen...
by Bigjoe5
Fri Mar 28, 2014 4:14 am
Forum: Scripting & Balancing
Topic: Mining Focus Locations...
Replies: 6
Views: 1341

Re: Mining Focus Locations...

Unless it's coming back sometime soon, I think we should follow up on that by just deleting it.
by Bigjoe5
Sun Mar 23, 2014 1:03 am
Forum: Other Game Design
Topic: Distinguishing Ancient Ruins from Ancient Ruins
Replies: 8
Views: 1292

Re: Distinguishing Ancient Ruins from Ancient Ruins

I suppose we could use another functional stringtable ordering list, like we now do for Sitrep order, for greater flexibility plus easier user customization; what do you think of that? I don't think I'd want to deal with ensuring that every special added to the game ends up in that list in the righ...
by Bigjoe5
Sat Mar 22, 2014 7:51 pm
Forum: Other Game Design
Topic: Distinguishing Ancient Ruins from Ancient Ruins
Replies: 8
Views: 1292

Re: Distinguishing Ancient Ruins from Ancient Ruins

I'm not 100% sure, but I think the alphabetical sorting keys off the internal name, so ANCIENT_RUINS_SPECIAL and ANCIENT_RUINS_DEPLETED_SPECIAL will be right next to each other, regardless of the stringtable entry used. I just checked, and that does look to be the case; apparently someone has been ...
by Bigjoe5
Sat Mar 22, 2014 7:39 pm
Forum: Programming
Topic: Logging
Replies: 12
Views: 1112

Re: [PATCH] Improving TemporaryPtr

Is inserting a line break going to happen when the program segfaults? This isn't a clean shutdown where all destructors run and memory is freed nicely... Hmm, you are right it actually depends on when the destructor is called. The first one to look up the C++ standard on this gets a twinkie. Would ...
by Bigjoe5
Sat Mar 22, 2014 7:02 pm
Forum: Other Game Design
Topic: Ship Refits - fairly simple balanced idea
Replies: 28
Views: 4421

Re: Ship Refits - fairly simple balanced idea

These suggestions all sound very complicated and annoying for players and coders to deal with. I've not seen anything that seems better than just having parts get additional bonuses when later techs / buildings / specials / species / whatever become available that provide such bonuses. The same par...
by Bigjoe5
Sat Mar 22, 2014 6:58 pm
Forum: Other Game Design
Topic: Distinguishing Ancient Ruins from Ancient Ruins
Replies: 8
Views: 1292

Re: Distinguishing Ancient Ruins from Ancient Ruins

only objection I have is I like to have them next to each other in the alphabetical sorting (I use the Pedia Specials menu to find stuff like that more often), maybe Ancient Ruins (excavated)? Sure, makes sense to me. I'm not 100% sure, but I think the alphabetical sorting keys off the internal nam...