Search found 389 matches
- Fri Jan 26, 2018 4:43 am
- Forum: Play-Testing Feedback
- Topic: Feedback Imperial Stockpile (round 3) - Limited Input
- Replies: 65
- Views: 9705
Re: Feedback Imperial Stockpile (round 3) - Limited Input
Not sure how to fix this. Is it the same for exobots? Never tried, because I only build them in asteroids (and whenever I conquer an exobot planet I build concentration camps right away). I'll do. Looks like it is just missing some conditions in EnqueueLocation from Location (asteroids/gasgiants, u...
- Fri Jan 26, 2018 4:36 am
- Forum: Play-Testing Feedback
- Topic: Bug? Screenshot freezed game (linux, fullscreen)
- Replies: 3
- Views: 1051
Re: Bug? Screenshot freezed game (linux, fullscreen)
Might also check after revert of bind->lambda (which will include #1945 ). From logs, part of this sounds like it might be related to resigning and starting a new/loaded game. Another possible candidate is the combination of SDL, fullscreen and (less so) Ubuntu. Do you play any other fullscreen SDL ...
- Tue Jan 23, 2018 9:49 am
- Forum: Play-Testing Feedback
- Topic: Feedback Imperial Stockpile (round 3) - Limited Input
- Replies: 65
- Views: 9705
Re: Feedback Imperial Stockpile (round 3) - Limited Input
If further changes are needed for pop after gas giant size changes, think Geoff had the right idea for xenophobic (though instead make a new trait with some malus). Sly sound like they warrant new traits, if not a new metabolism. Is the spatial bubble hull centric to the IS species starting out? Mig...
- Tue Jan 23, 2018 9:09 am
- Forum: Play-Testing Feedback
- Topic: Playing stealthy (Sly/Laenfa) with IS
- Replies: 10
- Views: 2786
Re: Playing stealthy (Sly/Laenfa) with IS
Maybe not disallow GG, but change the effect/description such that they only have an effect when unpopulated (or reduced effect with populated).
- Tue Jan 23, 2018 7:57 am
- Forum: Other Game Design
- Topic: Comsat/planetary defenses re-design
- Replies: 58
- Views: 12612
Re: Comsat/planetary defenses re-design
Think I might favor unarmed and non-mobile, need to try it out against various monsters. (rest of this post is related to replacing hull) Wanted to see how replacement of colony hull might work with some other local changes, I've pushed a rough shot of such to this branch as a reference. A noticeabl...
- Mon Jan 15, 2018 2:49 am
- Forum: Other Game Design
- Topic: Comsat/planetary defenses re-design
- Replies: 58
- Views: 12612
Re: Comsat/planetary defenses re-design
Could this be done via "buildings" called something like "outposting launch", "colonizing launch" and "assault launch"... Is it possible already to set a planet as a target for a building when it is started? Or could it be done that once the building is finis...
- Mon Jan 15, 2018 1:50 am
- Forum: Play-Testing Feedback
- Topic: [Bug] Unable to save after starting 2nd game
- Replies: 9
- Views: 1768
Re: [Bug] Unable to save after starting 2nd game
Finally found a semi-reliable way to reproduce (start game with 20+ AI, exit during save, cancel dialog).
Posted logs into #1944, accompanied with a potential fix.
Posted logs into #1944, accompanied with a potential fix.
- Sun Jan 14, 2018 10:45 pm
- Forum: Play-Testing Feedback
- Topic: [Bug] Unable to save after starting 2nd game
- Replies: 9
- Views: 1768
Re: [Bug] Unable to save after starting 2nd game
So just had this issue or something similar. Seems HumanClientApp::m_game_saves_in_progress is preventing further saves from being attempted.
Still looking through it, but not sure where all it should be cleared/reset yet (or why I don't find any error/warnings for a previously failed save).
Still looking through it, but not sure where all it should be cleared/reset yet (or why I don't find any error/warnings for a previously failed save).
- Sat Jan 13, 2018 4:31 am
- Forum: Other Game Design
- Topic: Comsat/planetary defenses re-design
- Replies: 58
- Views: 12612
Re: Comsat/planetary defenses re-design
What is that "in system transport vehicle" that MatGB mentions (and what is the relation to the in-game comsat)? Outposting, colonizing, or invading other planets in-system. If those take on some different mechanic, the colony base hull could be removed. Some toggle for planets would be a...
- Sat Jan 13, 2018 3:07 am
- Forum: Other Game Design
- Topic: Balance adjustments for damage control techs (PR#1853)
- Replies: 10
- Views: 1827
Re: Balance adjustments for damage control techs (PR#1853)
Do you mean change it from current HP to maximum HP, or some combination of the two? The former seems to conflict with initial request: Plus, the techs should repair based on current structure not max structure, forcing heavily damaged big ships to limp home for repairs not simply hide for a couple ...
- Sat Jan 13, 2018 2:31 am
- Forum: Other Game Design
- Topic: More dependencies on strategic resources (ship build on )
- Replies: 18
- Views: 4183
Re: More dependencies on strategic resources (ship build on
Asteriod hulls depending on asteroid belts work because asteroid belts are an essential game element always present on all maps. Slight gripe, I don't find asteroids to be suitably present on many maps to a point that bee-lining for asteroid hulls is a reliable option. A suitable presence in this r...
- Sat Jan 13, 2018 12:30 am
- Forum: Support
- Topic: Sitrep for spatial flux bubble hull appearing every turn
- Replies: 7
- Views: 6612
Re: Sitrep for spatial flux bubble hull appearing every turn
Yes, the change/commit in question was to resolve this same issue. With the tech granted in the effect, each time it activated it granted the tech (sometimes multiple sitreps per turn). It seemed odd to gate a tech grant by some focus toggle (and probably another headache for AI), so I assumed it wa...
- Sat Jan 13, 2018 12:15 am
- Forum: Support
- Topic: External Host switches gone between 12.11 and 12.18
- Replies: 7
- Views: 6726
Re: External Host switches gone between 12.11 and 12.18
Note in next test release, the mplobby-* options are renamed.
mplobby-max-ai -> network.server.ai.max
mplobby-min-human -> network.server.human.min
mplobby-max-ai -> network.server.ai.max
mplobby-min-human -> network.server.human.min
- Sat Jan 13, 2018 12:09 am
- Forum: Play-Testing Feedback
- Topic: Fleet overlay
- Replies: 7
- Views: 2145
Re: Fleet overlay
Agree this can be annoying, could also use hotkey (alt + f / g, or ctrl + f / g).
In addition to group selection, another thought is to add fleets within a small radius to fleet window when selecting from map.
In addition to group selection, another thought is to add fleets within a small radius to fleet window when selecting from map.
- Thu Dec 21, 2017 10:07 pm
- Forum: Support
- Topic: External Host switches gone between 12.11 and 12.18
- Replies: 7
- Views: 6726
Re: External Host switches gone between 12.11 and 12.18
Hi cigillis, Many options have changed names (though I missed mplobby-*): network.server.uri = external-server-address network.server.external.force = force-external-server The command line option --help should list most options. It may help to output the results to a file for now, hopefully it will...