Search found 66 matches
- 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...
- 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.
- 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.
- 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...
- 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.
- Fri Jul 01, 2016 10:35 am
- Forum: Programming
- Topic: Python __path__ help
- Replies: 10
- Views: 2882
Re: Python __path__ help
Thank you.print help in chat
- 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.
- 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 ...
- 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'...
- 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...
- 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:
That one should work even loading from a .zip file.
Mine gives
Thanks.
Code: Select all
import xml
print xml.__path__
Mine gives
Code: Select all
['/usr/lib/python2.7/xml']
- 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...
- 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.
- 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...
- 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.