Search found 189 matches
- Tue Sep 11, 2018 11:13 pm
- Forum: Story
- Topic: Species: Nerada
- Replies: 25
- Views: 13138
Re: Species: Nerada
Right, so I'm using HabitableSize. Right. Maybe I found two lacking definition in the stringtable file (or I failed to copy them when I first made the modifications to add Nerada): BLD_COL_NERADA Nerada Colony BLD_COL_NERADA_DESC [[BLD_COL_PART_1]] [[species SP_NERADA]] colony. [[BLD_COL_PART_2]] N...
- Tue Sep 11, 2018 10:28 pm
- Forum: Play-Testing Feedback
- Topic: New player experince
- Replies: 18
- Views: 10339
Re: New player experince
...or more prosaically, "can't shoot fish in a barrel full of tar."
- Sun Sep 09, 2018 6:26 pm
- Forum: General Discussion
- Topic: [git] Using a local repo to update the game on my computer
- Replies: 4
- Views: 5425
Re: [git] Using a local repo to update the game on my computer
Thanks everyone. I realize now I actually misunderstood what Dilvish wrote (I thought he was telling me to overwrite the game default folder with my changes in the local repo - duh!)
- Sun Sep 09, 2018 2:09 pm
- Forum: General Discussion
- Topic: [git] Using a local repo to update the game on my computer
- Replies: 4
- Views: 5425
[git] Using a local repo to update the game on my computer
Following Dilvish's advice, I'm getting started with git at last. The basic idea would be to clone the version of the game I'm playing in a working directory, do some changes (custom species mainly), and then update my own game (/usr/share/games/freeorion). I'm still not sure how to do that last par...
- Mon Sep 03, 2018 4:46 pm
- Forum: Story
- Topic: Species: Nerada
- Replies: 25
- Views: 13138
Re: Species: Nerada
In my current game (150 systems, mature 4-arm spire, everything high) playing Nerada, against 10 AIs, there is another Nerada. I started "trapped" in a cluster of three systems, two empty and my homeworld's (that contains only my asteroid belt), fenced by a system with a few static monsters. So I h...
- Sat Sep 01, 2018 9:22 am
- Forum: Other Game Design
- Topic: Comsat/planetary defenses re-design
- Replies: 58
- Views: 8923
Re: Comsat/planetary defenses re-design
In single player games, you're free to not use decoys if you don't like them. If the AI does, fine, that's still the AI with all its limitations, so no big deal - at worst, see that as an extra bit if challenge. In multiplayer, everyone can (should) agree on chaff rules at the start of a game (what ...
- Tue Aug 28, 2018 8:58 am
- Forum: Story
- Topic: Species: Nerada
- Replies: 25
- Views: 13138
Re: Species: Nerada
I can outpost asteroid belts but I won't be able to build Nerada colony building in there. Aha. I thought this meant you had a problem building colonies on asteroid belts only (excluding other planet types). While a missing BLD_COL_NERADA unlock would prevent you to build Nerada colonies on any kin...
- Mon Aug 27, 2018 9:33 am
- Forum: Other Game Design
- Topic: Combat Preferred Targetting
- Replies: 57
- Views: 7536
Re: Combat Preferred Targetting
Guys, keep in mind this thread is born from another discussion about the relevance of having several fighter types. The consensus then was that, at the moment, interceptors and bombers are rather underwhelming to say the least. One proposed solution was to introduce target priorities for all fighter...
- Fri Aug 24, 2018 2:38 pm
- Forum: Story
- Topic: Species: Nerada
- Replies: 25
- Views: 13138
Re: Species: Nerada
No idea on what might cause the problem yet, but I'm still running 0.4.7 - too many unfinished games I want to complete!
I'll look into it. They *should* be able to build colonies on asteroid outposts.
I'll look into it. They *should* be able to build colonies on asteroid outposts.
- Wed Aug 22, 2018 8:03 am
- Forum: Other Game Design
- Topic: Combat Preferred Targetting
- Replies: 57
- Views: 7536
Re: Combat Preferred Targetting
With the reroll implementation i would take the maximum precision of the applicable sources. I only dont have a clue how to implement the weighted choosing of a target.. What's the problem, exactly? Once you've identified the targets matching at least one of your conditions, it should be trivial to...
- Mon Aug 20, 2018 8:42 am
- Forum: General Discussion
- Topic: Questions from a new player
- Replies: 24
- Views: 12587
Re: Questions from a new player
The obvious fix, if one is needed, would be to check that all required buildings are present when an upgrade is at 100% completion, when upgrades are allowed to be built concurrently with their requirement(s). If not, pause production of said upgrade until that condition is met. That particular app...
- Mon Aug 20, 2018 7:50 am
- Forum: Other Game Design
- Topic: Combat Preferred Targetting
- Replies: 57
- Views: 7536
Re: Combat Preferred Targetting
So you suggest a deterministic tier and a preferred tier and roll weighted dice inside each tier to determine the target right? Sort of, although there's no fundamental difference between the tiers, the only special cases for "weights" being -1 (I can't kill you) and 0 (I'll kill you last). I've se...
- Mon Aug 20, 2018 7:02 am
- Forum: General Discussion
- Topic: Questions from a new player
- Replies: 24
- Views: 12587
Re: Questions from a new player
Sounds like a bug. You can do the same thing with the geointegration facility, pause the drydock and complete the "upgrade". Every upgrade to the orbital drydock, energy compressor, orbital incubator or asteroid processor is subject to this actually, but at the moment it's only "exploitable" with t...
- Sun Aug 19, 2018 2:04 pm
- Forum: Other Game Design
- Topic: Combat Preferred Targetting
- Replies: 57
- Views: 7536
Re: Combat Preferred Targetting
The way I'd do it would be to give each weapon part type (that's including hangars) a set of condition/weight pairs, rather than only one. Weights could have some predetermined values like (1 being the default value) -1 - never an eligible target 0 - can't be fired at unless no other eligible target...
- Sun Aug 19, 2018 6:02 am
- Forum: General Discussion
- Topic: Questions from a new player
- Replies: 24
- Views: 12587
Re: Questions from a new player
On a related note, there are quirks with some of the shipyard upgrades that should probably be cleaned up. For instance, at the moment you can build orbital drydocks and advanced engineering bays (which supposedly are a drydock upgrade ) concurrently, but nothing prevents you to pause production on ...