Search found 3028 matches

by Oberlus
Wed Oct 21, 2020 8:27 am
Forum: FreeOrion Project
Topic: 0.5 roadmap
Replies: 26
Views: 851

Re: 0.5 roadmap

As we move from 0.4.* to 0.5.* versions what about to break saves and network compatibility, reset serialization versions and clean up compatibility serialization code? AFAIK, saves are not compatible due to at least the introduction of influence. From there on, I guess there is no issue in changin...
by Oberlus
Wed Oct 21, 2020 8:10 am
Forum: General Discussion
Topic: Thirteenth game on the multiplayer slow game server
Replies: 43
Views: 614

Re: Thirteenth game on the multiplayer slow game server

Sitrep "Last" button is broken. Current turn is 165, but it takes me to sitrep for turn 164. Also broken for single player game, and also broken in MASTER please open an issue. I will open it, I assume ThinkSome still gets hives when too close to a GitHub interface. Edit (I ran too fast) What's the...
by Oberlus
Tue Oct 20, 2020 11:08 am
Forum: General Discussion
Topic: Thirteenth game on the multiplayer slow game server
Replies: 43
Views: 614

Re: Thirteenth game on the multiplayer slow game server

o01eg wrote: Tue Oct 20, 2020 11:06 am Teams are randomly assigned at start.
So when we start the real game teams will be shuffled again, right? Cool.
by Oberlus
Tue Oct 20, 2020 11:04 am
Forum: General Discussion
Topic: Thirteenth game on the multiplayer slow game server
Replies: 43
Views: 614

Re: Thirteenth game on the multiplayer slow game server

o01eg wrote: Tue Oct 20, 2020 9:17 am Test game is started!
Are teams definitive or these in the test game are just random?
by Oberlus
Mon Oct 19, 2020 4:48 pm
Forum: Other Game Design
Topic: Make all colonies/outposts to start with 6/3 def. troops
Replies: 23
Views: 571

Re: Make all colonies/outposts to start with 6/3 def. troops

Ophiuchus wrote: Mon Oct 19, 2020 4:28 pm I like your second suggestion implementation wise better. Game wise the change is ok I think.
Agree.
Current state of the PR uses that.
by Oberlus
Mon Oct 19, 2020 3:35 pm
Forum: Other Game Design
Topic: Overpopulation?
Replies: 23
Views: 3059

Re: Overpopulation?

Resurrecting this thread for hopefully good reasons. Overpopulation is a nice reason to explain expansion through the universe, really nice for immersion. Compared to "no overpopulation", it implies less stability but greater population so greater production (industry, research, and maybe influence)...
by Oberlus
Mon Oct 19, 2020 11:06 am
Forum: Other Game Design
Topic: Make all colonies/outposts to start with 6/3 def. troops
Replies: 23
Views: 571

Re: Make all colonies/outposts to start with 6/3 def. troops

Alternatively, we can gate all shield, defense and troop regeneration not only LastTurnAttackedByShip but also LastTurnConquered. Regardless of combat, just-invaded colonies would not regenerate the turn they are invaded, which would be a change to current behaviour. Would this be better than the ab...
by Oberlus
Mon Oct 19, 2020 11:02 am
Forum: Other Game Design
Topic: Make all colonies/outposts to start with 6/3 def. troops
Replies: 23
Views: 571

Re: Make all colonies/outposts to start with 6/3 def. troops

OK, so the problem is that the planet invaded at the start of turn 214 will not have infrastructure when the Green forces arrive and thus will not be attacked, so it will regen troops and whatnot at the end of that turn 214, which is wrong. Since the planet was attacked on turn 213, it did not regen...
by Oberlus
Mon Oct 19, 2020 10:00 am
Forum: Other Game Design
Topic: RFC: A single source for default values (FOCS, python, stringtables, backend)
Replies: 48
Views: 3779

Re: RFC: A single source for default values (FOCS, python, stringtables, backend)

Try also -1.0 ? good point It didn't work: default/scripting/policies/CONFEDERATION.focs.txt:56:115: Parse error. Expected real number expression here: OwnedBy empire = Source.Owner Population low = 0.001 ] priority = 80 effects = [ SetTargetHappiness value = Value + (NamedReal name = "PLC_CONFEDER...
by Oberlus
Mon Oct 19, 2020 9:48 am
Forum: Other Game Design
Topic: Rework pop. bonuses for Tall vs Wide and Terraforming
Replies: 28
Views: 524

Re: Rework pop. bonuses for Tall vs Wide and Terraforming

We talking about implementation concepts. "Special" is a kind of object in FOCS that you can use for diverse and quite non-special purposes. The in-game specials such as Computronium Moon or Caretaker's Fruit, which are special in-game, use that "Special" FOCS object, but you can use it also to (e.g...
by Oberlus
Sun Oct 18, 2020 2:47 pm
Forum: Programming
Topic: Turn processing/stages
Replies: 5
Views: 44

Re: Turn processing/stages

Thanks. So we have Order execution Colonization Invasion Bombardment Gifting Scrapping Fleet movement Combat Resolution Production, Research and Growth Effect execution Production of ships and buildings Unlocking of new technologies Population growth <- Isn't Population growth managed by the effects...
by Oberlus
Sun Oct 18, 2020 9:48 am
Forum: Programming
Topic: Turn processing/stages
Replies: 5
Views: 44

Turn processing/stages

Where can I find the piece/s of code or documentation to learn about what is processed when on each turn? I need answers to stuff like "do all effects apply before or after invasion orders?", "if I order an invasion before pressing 'Turn 100', the invasion happens on turn 100 or turn 101 (LastTurnAt...
by Oberlus
Sun Oct 18, 2020 9:00 am
Forum: Other Game Design
Topic: Make all colonies/outposts to start with 6/3 def. troops
Replies: 23
Views: 571

Re: Make all colonies/outposts to start with 6/3 def. troops

Ophiuchus wrote: Sun Oct 18, 2020 8:48 am I thought we always trigger combat by unconditionally ensuring a infrastructure at least one.
Same.

Since planet invasion happens before combat (AFAICT), the green ships not attacking just-conquered asteroids might make sense for turn 215. But I can't make any sense of turn 214...
by Oberlus
Sat Oct 17, 2020 1:35 pm
Forum: Other Game Design
Topic: Make all colonies/outposts to start with 6/3 def. troops
Replies: 23
Views: 571

Re: Make all colonies/outposts to start with 6/3 def. troops

If 30 troops invade a planet with 27.84 troops, the invaded planet will have 2.16 troops after invasion?
by Oberlus
Sat Oct 17, 2020 1:08 pm
Forum: Other Game Design
Topic: Make all colonies/outposts to start with 6/3 def. troops
Replies: 23
Views: 571

Re: Make all colonies/outposts to start with 6/3 def. troops

This is what's going on: Turn 213: Red empire has attacked system H and flattened all shields, defenses and infrastructure. Some troopers there are ordered to invade, but with insufficient forces. Others arrive next turn. Turn 214: Red empire has attacked system H again. New troopers are ordered to ...