Search found 66 matches

by spikethehobbit
Tue Oct 25, 2016 12:07 am
Forum: Programming
Topic: Potential replacement of FOCS with Python
Replies: 107
Views: 36870

Re: Potential replacement of FOCS with Python

Effects groups could be made callable. That would eliminate any special handling or typing requirements. Special( name = "WORLDTREE_SPECIAL", description = "WORLDTREE_SPECIAL_DESC", stealth = 0, spawnrate = 1.0, spawnlimit = 1, location = lambda planet: ( isinstance(planet, Plane...
by spikethehobbit
Sat Oct 22, 2016 3:57 am
Forum: Programming
Topic: Potential replacement of FOCS with Python
Replies: 107
Views: 36870

Re: Potential replacement of FOCS with Python

The current FOCS implementation is rather inefficient. One problem we will face is that the best format to write the data files in is not a form that the server can use directly. Python is actually a good choice here because it supports manipulating complex data structures.
by spikethehobbit
Fri Jul 08, 2016 1:05 am
Forum: Scripting & Balancing
Topic: Autoforming
Replies: 25
Views: 4021

Re: Autoforming

@Geoff If you want to go that route, I can see scaling back benefits past a certain point, but a hard cutoff means huge and large planets are equivalent. The other (simpler) way is to change the population caps of larger planets. This would have the same effect.
by spikethehobbit
Thu Jul 07, 2016 9:36 pm
Forum: Scripting & Balancing
Topic: Autoforming
Replies: 25
Views: 4021

Re: Autoforming

@LGM-Doyle I do repeat-build terraform, but I'm always missing planets or queuing the wrong number. I'm on Linux, too, so the UI is horrifically slow (~7-10 fps) and GG is erratic at that speed, so I try to keep mouse movements to a minimum. @Geoff that would nerf large and huge worlds too much. I h...
by spikethehobbit
Fri Jul 01, 2016 10:41 am
Forum: General Discussion
Topic: Which species do you find easiest and hardest to play?
Replies: 10
Views: 2975

Re: Which species do you find easiest and hardest to play?

'Pedia really should pull numbers from the database, so changes like these propagate automatically.
by spikethehobbit
Fri Jul 01, 2016 10:35 am
Forum: Programming
Topic: Python __path__ help
Replies: 10
Views: 2882

Re: Python __path__ help

print help in chat
Thank you.
by spikethehobbit
Wed Jun 22, 2016 10:10 am
Forum: Programming
Topic: Python __path__ help
Replies: 10
Views: 2882

Re: Python __path__ help

That is what I will wind up using, but I needed to be sure that native paths were actually being used. Thanks for the link to the proper file, though. I was just looking for it when I saw your post.
by spikethehobbit
Tue Jun 21, 2016 8:30 am
Forum: Programming
Topic: Python __path__ help
Replies: 10
Views: 2882

Re: Python __path__ help

My main concern was the formatting. Mac and Linux use Unix format paths, while Windows uses it's own. That has implications for my planned python modularization scheme, since the proper path to the 'default/python' folder needs to be passed in through `freeorion.__path__`. Windows will need special ...
by spikethehobbit
Sat Jun 18, 2016 2:23 pm
Forum: Programming
Topic: Python __path__ help
Replies: 10
Views: 2882

Re: Python __path__ help

Ouch. That looks like a broken python install. It's not an install... it's the python.exe in the FreeOrion SDK. >>> import xml >>> print xml.__path__ ['C:\\Users\\Geoff\\Desktop\\FreeOrion_VS2013_SDK\\FreeOrionTemp\\python27.zip\\xml'] I've never tried the windows version, so there is much I haven'...
by spikethehobbit
Sat Jun 18, 2016 9:24 am
Forum: General Discussion
Topic: Did you ever quit a game because it was too easy?
Replies: 11
Views: 2469

Re: Did you ever quit a game because it was too easy?

I had a game recently where three of my first five colonizers arrived at systems the same turn Ion Storms spawned there, only to get wiped out by monsters I didn't see because of the storms. This left me firmly wedged between 3 AI's, one who cut my (six system) empire in half. The Experimenters star...
by spikethehobbit
Sat Jun 18, 2016 9:11 am
Forum: Programming
Topic: Python __path__ help
Replies: 10
Views: 2882

Re: Python __path__ help

Ouch. That looks like a broken python install. Ah, it is in a .zip file, so it can't load the .dll. If it isn't too much trouble, could you try:

Code: Select all

import xml
print xml.__path__
That one should work even loading from a .zip file.

Mine gives

Code: Select all

['/usr/lib/python2.7/xml']
Thanks.
by spikethehobbit
Sat Jun 18, 2016 2:30 am
Forum: Programming
Topic: Python __path__ help
Replies: 10
Views: 2882

Python __path__ help

Some proposed changes to the python interface use the `__path__` variable, but I am unsure how this variable works on different platforms. It would be helpful if a Windows and a Mac user could each post the output of this script: import ctypes print ctypes.__path__ On Linux, it produces ['/usr/lib/p...
by spikethehobbit
Wed Jun 08, 2016 1:16 am
Forum: Scripting & Balancing
Topic: Rethinking Transcendence
Replies: 8
Views: 10643

Re: Rethinking Transcendence

I would require a Megalith to begin conversion, and if it is lost/destroyed, you lose all converted population. If that was everybody, you just lost the game.
by spikethehobbit
Tue Jun 07, 2016 1:37 am
Forum: Scripting & Balancing
Topic: Rethinking Transcendence
Replies: 8
Views: 10643

Re: Rethinking Transcendence

Gradual abandonment does sound interesting. The challenge there is that all of your colonies become outposts, reducing production and leaving you more vulnerable to invasion. Limiting the rate that population can transcend gives enemies more time break through to capture/destroy the Megalith. The ca...
by spikethehobbit
Tue Jun 07, 2016 1:27 am
Forum: Scripting & Balancing
Topic: Timing: mines vs damage control
Replies: 4
Views: 1352

Re: Timing: mines vs damage control

I'm with Vezzra here. The chance of a Riposte is the only reason to research mines long term. Option 2 means they aren't worth the RP.