Search found 219 matches

by LGM-Doyle
Sun Aug 13, 2017 6:47 pm
Forum: Other Game Design
Topic: Add a "--continue" startup option and a "Continue" button
Replies: 22
Views: 1494

Re: Add a "--continue" startup option and a "Continue" butto

Thanks for all of the positive feedback. biza, I did not realize that this was a returning feature. em3, Dilvish, if "Autosave before game exit" is enabled then the newest save will always be the autosave, unless the game crashes, the player clicks exit without saving during the game exit or the pla...
by LGM-Doyle
Sun Aug 13, 2017 3:40 pm
Forum: Other Game Design
Topic: Add a "--continue" startup option and a "Continue" button
Replies: 22
Views: 1494

Add a "--continue" startup option and a "Continue" button

I propose adding a "--continue" command line option and a "Continue" button to the intro menu. I've posted PR 1671 that does this. To continue means to find the newest single player autosave, load it and continue play. The "--continue" option skips the intro menu the same as the "--quickstart" optio...
by LGM-Doyle
Fri Aug 04, 2017 5:54 pm
Forum: Play-Testing Feedback
Topic: Reporting some playtesting
Replies: 18
Views: 1113

Re: Reporting some playtesting

Oberlus, the Super Testers might be the species that you are looking for. Currently the "--load" option from the command line only works with single player games. However, as MatGB described you could setup a multi-player game as an observer or moderator, save it and then re-load it while forcing th...
by LGM-Doyle
Fri Aug 04, 2017 4:59 pm
Forum: Support
Topic: v0.4.7+ build 2017-08-03.595b29f
Replies: 26
Views: 3037

Re: v0.4.7+ build 2017-08-03.595b29f

Code: Select all

JackShmReadWritePtr::~JackShmReadWritePtr
does not look like it is from the FreeOrion source code. Try looking where that is from.
by LGM-Doyle
Wed Aug 02, 2017 7:23 pm
Forum: Play-Testing Feedback
Topic: Reporting some playtesting
Replies: 18
Views: 1113

Re: Reporting some playtesting

I'll explain the functionality that Dilvish is referring to below. It works correctly for me. It may also work for you. If it does not work for you, please post config files, log files and a save game to this issue . I posted the issue, but the functionality has always worked for me, so I have no te...
by LGM-Doyle
Fri Jul 28, 2017 7:43 pm
Forum: Other Game Design
Topic: When is defeat defeat?
Replies: 4
Views: 493

Re: When is defeat defeat?

A human or AI player should be able to resign. Resigning should scrap all of their ships and revert any colonies and outputs to neutral status, but not otherwise nerf their assets. The AI, whose reason for existence is to be fun to play against, should make a determination of when it is no longer a ...
by LGM-Doyle
Fri Jul 28, 2017 7:30 pm
Forum: General Discussion
Topic: Why does PP share or not, why cant my cruisers shoot?
Replies: 11
Views: 1014

Re: Why does PP share or not, why cant my cruisers shoot?

mwbuddy, welcome to the forums. it was is the 3 damage form my ships getting absorbed into the shields 'silently' Have you discovered the combat report? Click on the word "combat" in the sitrep window to open the CombatReport window. The Log tab of the CombatReport window provides a detailed log of ...
by LGM-Doyle
Mon Jul 24, 2017 8:37 pm
Forum: Compile
Topic: DSO missing from command line
Replies: 13
Views: 7601

Re: DSO missing from command line

That's great. If you could do a bisection and determine which is the first commit that is broken, that might make it obvious how to fix the problem. You can use git to help with the bisection. Start the bisection by typing: git bisect start git bisect good <hash of good commit> git bisect bad <hash ...
by LGM-Doyle
Mon Jul 24, 2017 4:13 am
Forum: Compile
Topic: DSO missing from command line
Replies: 13
Views: 7601

Re: DSO missing from command line

Congratulations on the new machine. Did you upgrade both the hardware and the software? As Dilvish asked, is there an older version that compiles successfully on your new hardware? It would be helpful, if you posted the entire compile log. /usr/bin/ld: CMakeFiles/freeorionca.dir/AI/AIInterface.cpp.o...
by LGM-Doyle
Tue Jul 11, 2017 7:47 pm
Forum: Other Game Design
Topic: Stealth as a combat strategy / mechanic
Replies: 32
Views: 1843

Re: Stealth as a combat strategy / mechanic

I'm not sure a player ought to know if your own stuff is losing stealth to, for example, a hidden stealth reducing effect. Or even a visible one. How would you know? I think Dilvish already covered this but here is another analogy. Assume I'm stealthily hiding in the dark. If someone shines a flash...
by LGM-Doyle
Sun Jul 09, 2017 12:03 pm
Forum: Compile
Topic: CMake doesn’t seem to find some Boost libraries
Replies: 6
Views: 4819

Re: CMake doesn’t seem to find some Boost libraries

Here are some suggestions, and questions for next time. Suggestions 1. Recompile the boost libraries with gcc 5.4. One of the changes in gcc 5.0 was a major ABI change to support C++11. FreeOrion compiled with gcc 5.4 may link with boost libraries compiled with 4.9.2, but it will crash. 2. Find, ins...
by LGM-Doyle
Sat Jul 08, 2017 8:51 pm
Forum: General Discussion
Topic: New features to test: ship design revamp & engines limited
Replies: 9
Views: 1071

Re: New features to test: ship design revamp & engines limit

Oberlus, the design window changes that MatGB described allow you to edit the saved designs which persist between games. If you have a preferred set of ship designs, you can keep them from game to game. This is described in greater detail here.
by LGM-Doyle
Wed Jul 05, 2017 9:06 pm
Forum: General Discussion
Topic: New features to test: ship design revamp & engines limited
Replies: 9
Views: 1071

Re: New features to test: ship design revamp & engines limit

MatGB, thanks for posting a description of the design window saved ship changes.

As pointed out elsewhere this breaks saves. My attempt to make it save backward compatible, actually broke the current saves as you discovered. I fixed that in favor of breaking backward compatibility.
by LGM-Doyle
Wed Jul 05, 2017 9:00 pm
Forum: Other Game Design
Topic: Stealth as a combat strategy / mechanic
Replies: 32
Views: 1843

Re: Stealth as a combat strategy / mechanic

Dilvish thanks for the detailed response to the UI changes I proposed. I'll provide short direct answers to your questions up top, with a longer treatment below. You are certainly free to argue that we could have a better display by doing away with stealth decrease effects... I'm not suggesting remo...
by LGM-Doyle
Thu Jun 29, 2017 6:02 pm
Forum: Other Game Design
Topic: Stealth as a combat strategy / mechanic
Replies: 32
Views: 1843

Re: Stealth as a combat strategy / mechanic

That would require including at least one detection part in most designs it's annoying and micromanagy to have to move scouts through every / many systems after each detection tech upgrade Colonies still have an intrinsic detector with a strength and range that increases automatically as the empire...