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by Oberlus
Sun May 07, 2017 12:15 am
Forum: Support
Topic: Star system without starlanes
Replies: 3
Views: 1124

Star system without starlanes

Playing 2017-05-02.ded1942_Test_Win32 version.

First time I found a star system completely unconnected to the rest of the galaxy. Is that intended?

BTW, it makes me think about stealthy starlanes (completely hidden starlanes so that those that don't detect it won't travel through them).
by Oberlus
Sat May 06, 2017 3:38 pm
Forum: Top Priority Game Design
Topic: Stealth Fundamentals
Replies: 19
Views: 11043

Re: Stealth Fundamentals

a) Undetected ship movement: a must-have. It adds to the strategy game. Current implementation seems fitted to represent it in a reasonably (playable/believable/funny) way. b) Hidden planetary installations/populations and space intallations. Another must-have IMO. It is reasonable to allow for and ...
by Oberlus
Sat May 06, 2017 2:40 pm
Forum: Play-Testing Feedback
Topic: General experience with 0.4.7 RC1
Replies: 42
Views: 4510

Re: General experience with 0.4.7 RC1

MatGB wrote:
Oberlus wrote:It's in the next line of the post ;-)
I also have a tendency to place my Stargates and Transformers on planets inhabited by Silexians, Nymnh and Phinnert. These two plans may be related.
Well, I still don't get it, but that's why I'm so interested :)
by Oberlus
Sat May 06, 2017 11:21 am
Forum: Play-Testing Feedback
Topic: General experience with 0.4.7 RC1
Replies: 42
Views: 4510

Re: General experience with 0.4.7 RC1

MatGB wrote:I have built Colony and Outpost Base ships in systems that were full, deliberately and knowingly, and I will doubtless do so again in the future.
Hmmm... I can't figure out the purpouse. Please, can you explain it?
by Oberlus
Sat May 06, 2017 9:57 am
Forum: Play-Testing Feedback
Topic: General experience with 0.4.7 RC1
Replies: 42
Views: 4510

Re: General experience with 0.4.7 RC1

Systems that have all Spacial bodies occupied with a colony/outpost, still give you the option of creating an outpost base . Mere lack of preventing a player from squandering resources on a pointless action is not actually bug in my opinion It is a lack in any case. Helping the player to not do poi...
by Oberlus
Thu May 04, 2017 4:13 pm
Forum: Play-Testing Feedback
Topic: v.0.4.7RC - Feedback Starlanes
Replies: 6
Views: 853

Re: v.0.4.7RC - Feedback Starlanes

Basically a very tiny artificial planet with an outpost. It should be considered: - whether it would be allowed or not to do the same kind of outposting in star systems with free planet slots (i.e. effectively adding new "planets" to systems that already have some, until some maximum threshold I gu...
by Oberlus
Thu May 04, 2017 8:28 am
Forum: Play-Testing Feedback
Topic: A single build queue for all (linked) planets?
Replies: 9
Views: 909

Re: A single build queue for all (linked) planets?

Having a "custom standard queue" for buildings you want on every planet that get appended on the empire queue for every planet automatically would save a lot of mouse miles and clicking. Note that there are few buildings that you can build in every planet (i.e. shipyards, drydocks and some upgrades...
by Oberlus
Thu May 04, 2017 8:08 am
Forum: Play-Testing Feedback
Topic: Bad spawn. Like really bad.
Replies: 13
Views: 1431

Re: Bad spawn. Like really bad.

I am inclined to think we should make a SystemBisectsGalaxy condition and then use that in the locations requirement/exclusion for Ancient Ruins. It might be a bit stricter than we actually need (I wouldn't bother trying to figure out if there are really empires in both sides, or if maybe one side ...
by Oberlus
Wed May 03, 2017 5:51 pm
Forum: Scripting & Balancing
Topic: Engine Parts
Replies: 17
Views: 9861

Re: Engine Parts

Yes, but my preference is that while each line of tech should have strengths and weaknesses and thus not have access to everything, most lines should be able to manage mixed use fleets , I like and would want to encourage that players benefit from specialising down one or two lines not all of them....
by Oberlus
Wed May 03, 2017 11:49 am
Forum: Scripting & Balancing
Topic: Engine Parts
Replies: 17
Views: 9861

Re: Engine Parts

I really like having battlecruisers as a class of ship, faster than the normal fleet but weaker and designed for patrol/picket duty instead of line-of-battle doomstack, so while it wasn't a good implementation before it's now redundant and it would be good to change things in some way so that faste...
by Oberlus
Tue May 02, 2017 5:36 pm
Forum: Play-Testing Feedback
Topic: A single build queue for all (linked) planets?
Replies: 9
Views: 909

Re: A single build queue for all (linked) planets?

I love the single build queue. It allows me to see all what is queued without having to iterate over each planet. I was used to other 4x games where that's not the case, FO's way is utterly better. It saves me a lot of time. Plus it is so handy to be able to blink to the planet that is doing somethi...
by Oberlus
Mon May 01, 2017 8:06 am
Forum: Support
Topic: Question.Re: Planet defense
Replies: 18
Views: 2461

Re: Question.Re: Planet defense

Problem with camouflage asteroid hull is that you can't put armour in there (only interior slots), so system defense mines can take down your troop ship in a few turns even if stealth is high enough to remain unseen.
by Oberlus
Sun Apr 30, 2017 6:54 pm
Forum: Support
Topic: Question.Re: Planet defense
Replies: 18
Views: 2461

Re: Question.Re: Planet defense

Thanks, Dilvish. Appreciate the suggestion. Only problem I see is there is only one type of Troop ship???? :) You can design your own troopships. I usually use robotic hull (1 slot armour, 3 slots troops) or organic hull (depending on which tech lane I start with) and later on energy frigates (agai...
by Oberlus
Sun Apr 30, 2017 6:49 pm
Forum: FreeOrion Project
Topic: 0.4.7 preparations
Replies: 61
Views: 27398

Re: 0.4.7 preparations

MatGB wrote:I played two games on my Win laptop with RC2 a couple days back and had no problems.
I've played more than 10 games with RC2 (Win7, Nvidia GPU), many times more than 100 turn in a single sesion of playing. Got no crash nor any other kind of error.
by Oberlus
Sat Apr 29, 2017 9:30 am
Forum: FreeOrion Project
Topic: A few questions about FreeOrion programming
Replies: 7
Views: 6698

Re: A few questions about FreeOrion programming

find -type f -iname '*.h' -or -iname '*.cpp' -or -iname '*.hpp' -or -iname '*.ipp' -or -iname '*.py' | wc -l grep -r '\<def\>' default/python/ | wc -l # needs to be compiled without -fvisibility=hidden # FreeOrion only nm -D --demangle --defined-only freeorion libfreeorion* | grep -vE '(\<(boost|st...