Search found 231 matches

by Chriss
Sun Feb 16, 2014 8:46 pm
Forum: Compile
Topic: [6912] on Arch Linux - ogre 1.9?
Replies: 14
Views: 3382

[6912] on Arch Linux - ogre 1.9?

I'm trying to compile FO on Arch Linux, the SVN Trunk - 6912. Arch has boost 1.55.0 and ogre 1.9.0. I'm getting the following Error snippet (full log is attached): [ 81%] Building CXX object client/human/CMakeFiles/freeorion.dir/__/__/UI/CombatSetupWnd.cpp.o In file included from /usr/include/OGRE/O...
by Chriss
Sun Feb 16, 2014 10:18 am
Forum: Play-Testing Feedback
Topic: [6870] Win8.1, UI
Replies: 3
Views: 433

[6870] Win8.1, UI

I've been playing 9870 on Win8.1. Works fine in fullscreen. However, I did have issues with switching back to the desktop. Win + D does not work. Alt + Tab does not work. Is that normal? Could you please change that, so I can check other things while playing FO? Then, some word on the default UI lay...
by Chriss
Tue Feb 11, 2014 9:55 pm
Forum: Play-Testing Feedback
Topic: Common micromanagement problems
Replies: 24
Views: 2914

Re: Common micromanagement problems

No, I mean I'd like to be able to change it in game, so that I can chose new colonies to have the focus that makes sense for my current situation. I've played with the files, I've seen that one. Could indeed change it, but that's not what I had in mind.
by Chriss
Tue Feb 11, 2014 2:23 pm
Forum: Play-Testing Feedback
Topic: Great game! Some balance comments
Replies: 12
Views: 1519

Re: Great game! Some balance comments

I like shawndream's list in that it brings some structure to the whole hull mess. You've got 3 types per hull flavour, which brings down the total number. That alone would help I think. Standardising Slot cost would bring the balancing closer together too, I think. I really like the whole organic gr...
by Chriss
Tue Feb 11, 2014 12:24 pm
Forum: Play-Testing Feedback
Topic: Common micromanagement problems
Replies: 24
Views: 2914

Re: Common micromanagement problems

MOO2 hat the colony overview screen or something like that - A list of own colonies, where you could move population to the different sectors, build things and so on. That might be an idea. Otherwise, it might simply help to be able to change the focus for one whole star system in one click. Since w...
by Chriss
Sun May 11, 2008 11:04 am
Forum: Scripting & Balancing
Topic: Self-Gravitating Structures/Artificial Heavenly Bodies
Replies: 9
Views: 3019

Re: Self-Gravitating Structures/Artificial Heavenly Bodies

I'd say these are two distinct technologies. Self-Gravitating Structures has been sufficiently explained I think - a structure which is so big, that you have to consider the effects of gravitational pull when constructing it. But only for the station itself, it's statics and such things. Not for the...