Search found 214 matches
- Fri Mar 24, 2017 2:22 pm
- Forum: FreeOrion Project
- Topic: GitHub migration procedure
- Replies: 209
- Views: 57129
Re: GitHub migration procedure
I was looking at the FO Programming wiki page http://www.freeorion.org/index.php/Programming and noticed this line. To submit code changes, make an SVN diff patch file and post it on the forums. Be sure to note that you release your changes under the GPL 2.0 (or later) license. What is the desired a...
- Fri Mar 24, 2017 12:29 pm
- Forum: Play-Testing Feedback
- Topic: Late game (after turn 200) server disconnects
- Replies: 23
- Views: 2831
Re: Late game (after turn 200) server disconnects
I suspect that this has something to do with the Experimentors. I've tried 3 games, with the same random number seed and Galaxy setup. What changed were the "scripting" files that affected the Experimenters. 1) Modified monster_fleets.inf so that spawnrate=10.0 and Not WithinStarlaneJumps ...
- Thu Mar 23, 2017 3:02 pm
- Forum: Play-Testing Feedback
- Topic: Late game (after turn 200) server disconnects
- Replies: 23
- Views: 2831
Re: Late game (after turn 200) server disconnects
mem359, I was unable to duplicate the crash with either the old save or the new save. Could you post the complete logs (freeorion.log, freeoriond.log and the 6 AI_x.log) from a game where you load the reliable crash savegame and let it crash? Thanks for testing it. I was worried about that. The pro...
- Thu Mar 23, 2017 1:42 pm
- Forum: Play-Testing Feedback
- Topic: Late game (after turn 200) server disconnects
- Replies: 23
- Views: 2831
Re: Late game (after turn 200) server disconnects
Another save file, this one using the most recent official test build (2017-03-20.60b8488). It has the virtue (sin?) of being consistent, causing an EOF termination no matter how long I wait before pressing the next turn button. freeorion.log (just the part when the game abruptly ends) 2017-03-23 09...
- Wed Mar 22, 2017 7:27 pm
- Forum: Play-Testing Feedback
- Topic: Empires window still present after Resigning
- Replies: 1
- Views: 632
Empires window still present after Resigning
I'm using the March 21st test build on my Mac. After "resigning" from a game, I noticed that the "Empires" window was still being drawn, despite being in the intro window with the Main Menu. It was blank, so it didn't retain anything from the previous game, but normally it isn't ...
- Wed Mar 22, 2017 7:24 pm
- Forum: Play-Testing Feedback
- Topic: Server times out for loading saved games (OSX)
- Replies: 11
- Views: 1618
Re: Server times out for loading saved games (OSX)
As expected from recent code changes, the most recent test build (from March 21) no longer has this problem.
- Thu Mar 16, 2017 11:42 am
- Forum: Play-Testing Feedback
- Topic: Late game (after turn 200) server disconnects
- Replies: 23
- Views: 2831
Re: Late game (after turn 200) server disconnects
Checking if I can attach a 2.3 MB gzip-tar save file
(unzips to 2.7 MB)
I'm using MacOSX. If I need the save file to use the FO binary format instead of the standard option, please let me know.
(unzips to 2.7 MB)
I'm using MacOSX. If I need the save file to use the FO binary format instead of the standard option, please let me know.
- Thu Mar 16, 2017 2:21 am
- Forum: Play-Testing Feedback
- Topic: Late game (after turn 200) server disconnects
- Replies: 23
- Views: 2831
Late game (after turn 200) server disconnects
I've been noticing that most of my games have crashed with a server disconnect (exit to main menu). It has been happening late, after Experimenters have shown themselves. I was having problems replicating it, but I can finally repeat it. For the particular save game I am using, it is turn 208. After...
- Wed Mar 15, 2017 4:41 pm
- Forum: Play-Testing Feedback
- Topic: Fighters! Feedback needed
- Replies: 62
- Views: 12424
Re: Fighters! Feedback needed
Click an arrow for a ship you're worried about, it expands to give you a full breakdown of each shot, if that's still a problem there may be a bug. Thanks for the suggestion. I found out that I was looking at the wrong battle. These were older ships that had 3 lasers apiece. (Also explains why they...
- Wed Mar 15, 2017 2:24 pm
- Forum: Play-Testing Feedback
- Topic: Fighters! Feedback needed
- Replies: 62
- Views: 12424
Re: Fighters! Feedback needed
In my most recent combat log, it looks like my ships only had three targets, despite having more weapons than that. I suspect it has to do with the flak cannon. I've attached a JPG of the first two rounds of the combat log. I have 4 ships (sea-green). 3 enemy AI ships (light blue). My ships have 3 p...
- Tue Mar 14, 2017 5:24 pm
- Forum: Play-Testing Feedback
- Topic: Terraform Exobot colonies
- Replies: 33
- Views: 4685
Re: Terraform Exobot colonies
For the benefit of clarity: the entire Growth tech tree is likely, at some point, to be redone. At some point sooner rather than later the entire tech tree is likely to be redone. One's a massive task, the other is stupidly huge, so neither is a priority. I am very confident that we can keep the ch...
- Tue Mar 14, 2017 3:23 pm
- Forum: Play-Testing Feedback
- Topic: Terraform Exobot colonies
- Replies: 33
- Views: 4685
Re: Terraform Exobot colonies
You nominally "apple-gize" (to borrow from SNL re Trump), but then you go on to make a ridiculous distortion of my response, which was, like your original argument, about the choice of which techs to research, not about whether any growth techs were entirely unrelated to each other. You a...
- Mon Mar 13, 2017 10:19 pm
- Forum: Play-Testing Feedback
- Topic: Terraform Exobot colonies
- Replies: 33
- Views: 4685
Re: Terraform Exobot colonies
Well, revising terraforming and revising the growth techs will have to go hand in hand if our goal is to make these two alternatives paths. So any problem in that regard is going to be addressed anyway. Yes. And sometimes during the test builds, a feature is introduced with the emphasis on minimum ...
- Mon Mar 13, 2017 10:12 pm
- Forum: Play-Testing Feedback
- Topic: Terraform Exobot colonies
- Replies: 33
- Views: 4685
Re: Terraform Exobot colonies
Many of those techs have nothing to do with choosing between terraforming an outpost or relying on the other growth techs to colonize; I don't think you really have even a shred of an argument. I'm assuming that "terraforming an outpost or relying on the other growth techs to colonize" is...
- Mon Mar 13, 2017 2:50 am
- Forum: Play-Testing Feedback
- Topic: Terraform Exobot colonies
- Replies: 33
- Views: 4685
Re: Terraform Exobot colonies
Counter-argument: If a planet can be terraformed using outposts, then that neuters the majority of the Growth technologies. If I understand correctly, that's actually the idea: having two alternatives on how to increase the pop on your colonies. One would be to research techs that enable your popul...