Search found 389 matches

by dbenage-cx
Fri Nov 24, 2017 2:07 am
Forum: Play-Testing Feedback
Topic: Opening "Planet suitability" pedia entry clogs CPU
Replies: 2
Views: 526

Re: Opening "Planet suitability" pedia entry clogs CPU

I've noticed a delay recently as well, though maybe not as long.
I prepped a branch to improve readability with some performance improvement (pending resolution of more immediate bug fix), probably the largest gain is reduction in calls to ExpensiveParseFromTextToTextElements.
by dbenage-cx
Wed Nov 22, 2017 4:33 pm
Forum: Play-Testing Feedback
Topic: [Resolved] [UI] [(e6848d8)] Pedia window, prod view
Replies: 6
Views: 789

Re: [UI] [Nov. 20 test build (e6848d8)] Pedia window, prod v

Good catch on the pedia window, should be fixed in master 87f18e0 for next test build. Quickly looking at hide map panels, it looks like it should affect the following windows: Messages Player List (Empires) SitRep Objects List Pedia (on map) Side Panel (on map) Combat Report Moderator Actions (avai...
by dbenage-cx
Wed Nov 22, 2017 5:15 am
Forum: Play-Testing Feedback
Topic: [Resolved] [UI] [(e6848d8)] Pedia window, prod view
Replies: 6
Views: 789

Re: [UI] [Nov. 20 test build (e6848d8)] Pedia window, prod v

Hi alleryn, Between the map, production, and research windows, the layout of pedia window is now unique (can be toggled, resized, moved to different position). e.g. you can leave the pedia window open on Map and it will not affect if the pedia is shown on Production or Research. Edit: After checking...
by dbenage-cx
Fri Nov 17, 2017 6:53 pm
Forum: Other Game Design
Topic: Balance adjustments for damage control techs (PR#1853)
Replies: 10
Views: 1301

Re: Balance adjustments for damage control techs (PR#1853)

Vezzra: Thank you for taking time to copy discussion over. With relation to Basic Damage Control and Advanced Damage Control, damage control could be defined as repairs that can occur without affecting normal ship operations. Currently that means repairs take place even while moving and without supp...
by dbenage-cx
Wed Nov 15, 2017 7:03 am
Forum: Play-Testing Feedback
Topic: Exobots not getting Adaptive Automation?
Replies: 5
Views: 832

Re: Exobots not getting Adaptive Automation?

Since history is a little hard to follow: For that specific check, previous change was here
by dbenage-cx
Tue Nov 14, 2017 11:37 pm
Forum: Play-Testing Feedback
Topic: Exobots not getting Adaptive Automation?
Replies: 5
Views: 832

Re: Exobots not getting Adaptive Automation?

Did not try loading with that build, with more recent build the saves fail to load for me. From the current pop on those asteroids, I'm guessing the target population is less than 0.0001? The intent of that restriction is to prevent PP increases for outposts (see Issue #1120 ), maybe it should check...
by dbenage-cx
Thu Nov 02, 2017 10:47 pm
Forum: Other Game Design
Topic: Config options naming
Replies: 5
Views: 795

Re: Config options naming

In hindsight, I should have just deleted the stringtables and matched the results from --help ... would have saved a bit of time and less error-prone.
by dbenage-cx
Thu Nov 02, 2017 10:21 pm
Forum: Programming
Topic: Role-based authorization model.
Replies: 5
Views: 5983

Re: Role-based authorization model.

Looking at #1834, are the roles planned to be restricted to specific capabilities (or assigned some new capability flags)? e.g. CanKickPlayer() might check for one explicit role or capability flag, without some complicated checking (host || (moderator && player) || ...) Not sure of the implication o...
by dbenage-cx
Thu Nov 02, 2017 4:39 pm
Forum: Other Game Design
Topic: Config options naming
Replies: 5
Views: 795

Re: Config options naming

Comparison of most options, should be easier to read (or import into spreadsheet).
This is based on options present in config.xml after brief play and then manually added old options.
Some options may be omitted, and old options could have typos.
by dbenage-cx
Wed Nov 01, 2017 7:43 am
Forum: Other Game Design
Topic: Config options naming
Replies: 5
Views: 795

Re: Config options naming

I updated the example config with recent changes (branch is not updated), I'll see if I can figure out incorporating a stylesheet for config.xml if readability is a concern. The recent change removes window from ui.window.*, think a general "ui.windows" could cover the settings not specific to one w...
by dbenage-cx
Tue Oct 31, 2017 1:03 am
Forum: Other Game Design
Topic: Config options naming
Replies: 5
Views: 795

Config options naming

Working on changing config options to a common naming scheme. (TLDR; rework config option names to a consistent style that supports procedural layout, see example at end of post) Currently the style is all lower case with few underscores and no dashes. Many of the flags which are not stored in conf...
by dbenage-cx
Sat Oct 21, 2017 5:08 pm
Forum: Programming
Topic: Splitting up ALL_EMPIRES
Replies: 3
Views: 5589

Re: Splitting up ALL_EMPIRES

Thank you both for excellent pointers, I'll need to mull over this a bit, so want to note I may not start working on it in near future.
by dbenage-cx
Wed Oct 18, 2017 2:22 am
Forum: Other Game Design
Topic: Suggestions for a Carrier/Fighter revision
Replies: 27
Views: 3485

Re: Suggestions for a Carrier/Fighter revision

A lot of great ideas so far, I agree with most of them, however it may be easier to weigh options when playing (and possibly to balance) if each weapon type is feasible on its own. Limiting to 3 main weapon lines, I'd offer the suggestion of changing fighters and adding long-range in place of direct...
by dbenage-cx
Wed Oct 18, 2017 2:14 am
Forum: Programming
Topic: Splitting up ALL_EMPIRES
Replies: 3
Views: 5589

Splitting up ALL_EMPIRES

I'd like to propose splitting up ALL_EMPIRES into more distinct definitions. Currently this variable is used for at least: References to ownership by the server (Unowned) A flag for no empire selection An invalid value All playable empires (human and ai) All empires (including Unowned) Any single em...
by dbenage-cx
Sun Oct 15, 2017 6:46 pm
Forum: Play-Testing Feedback
Topic: Supply problem
Replies: 19
Views: 1661

Re: Supply problem

The planet does not initiate combat (currently), if your ships are set to hide (passive) when they enter the system, there will not be any combat if there are no enemy ships set to control system (aggressive). The option can be toggle for a fleet on the right side of the fleet window (light green ey...