Search found 43 matches
- Sat Mar 02, 2013 12:53 pm
- Forum: Programming
- Topic: Patch: Prefer GIGIDIR over pkgconfig
- Replies: 5
- Views: 473
Re: Patch: Prefer GIGIDIR over pkgconfig
I applied this patch, deleted CMakeCache.txt and rebuilt, everything went fine. However, do note, I use cmake -DCMAKE_INCLUDE_PATH=GG -DCMAKE_LIBRARY_PATH=GG . as I don't install GG, I just build it and then point freeorion at the GG dir as its there already (might be nice to add to the wiki, it all...
- Wed Feb 27, 2013 7:46 pm
- Forum: FreeOrion Project
- Topic: To Break or Not to Break the AI, that is the question...
- Replies: 8
- Views: 1624
Re: To Break or Not to Break the AI, that is the question...
My apologies for posting unclearly, instead of saying: That's a nice article, from what I summarise he mentions basically two things I meant: That's a nice article, from what I summarise he mentions basically two things relating to AI The post is massive and covers a lot of ground about Civ5 and his...
- Wed Feb 27, 2013 5:57 pm
- Forum: FreeOrion Project
- Topic: To Break or Not to Break the AI, that is the question...
- Replies: 8
- Views: 1624
Re: To Break or Not to Break the AI, that is the question...
That's a nice article, from what I summarise he mentions basically two things, he got caught up in designing an elegant AI engine rather than a strong AI and that making the AI have mood swings was not conducive to fun gameplay.
- Tue Feb 26, 2013 10:41 am
- Forum: FreeOrion Project
- Topic: To Break or Not to Break the AI, that is the question...
- Replies: 8
- Views: 1624
Re: To Break or Not to Break the AI, that is the question...
Is there any way to allow the AI to see the value of techs? IE, have the AI see that one tech provides 0.5 industry per pop and the other +5? And then some kind of weighting, ie, the AI compares its current industry and research and decides industry is lagging, hence researches industry improving te...
- Tue Feb 26, 2013 9:11 am
- Forum: Other Game Design
- Topic: Top-Down Revision of Ship Hulls
- Replies: 17
- Views: 2976
Re: Top-Down Revision of Ship Hulls
I would be /hugely/ in favour of reducing the number of hull technology types to ~5 and then allowing you to tech up in a given hull flavour for more slots/shield/stealth or whatever is appropriate for that hull type. At the moment the number of hull types along with their special factories makes th...
- Mon Feb 25, 2013 8:31 pm
- Forum: Compile
- Topic: [5802] compile problem
- Replies: 42
- Views: 3856
Re: [5802] compile problem
Is this related? I was able to compile on ~5780 but now I can't. Scanning dependencies of target core_static [ 1%] Building CXX object CMakeFiles/core_static.dir/combat/OpenSteer/CombatFighter.cpp.o [ 2%] Building CXX object CMakeFiles/core_static.dir/combat/OpenSteer/CombatShip.cpp.o [ 2%] Building...
- Sun Feb 24, 2013 12:40 pm
- Forum: Support
- Topic: Outposts on hostile planets
- Replies: 6
- Views: 577
Re: Outposts on hostile planets
I take it you mean viewtopic.php?f=2&t=7103&hilit=outpost+select&start=15 and viewtopic.php?f=25&t=7182&hilit=outpost+select
As long as it's a known thing.
As long as it's a known thing.
- Sun Feb 24, 2013 12:14 pm
- Forum: Support
- Topic: Outposts on hostile planets
- Replies: 6
- Views: 577
Re: Outposts on hostile planets
Ah, you are correct and I was incorrect.
It was the inconsistency in the UI between colonise and placing an outpost that caught me. Is there a reason why you have to select outpost ships but not colony ships?
It was the inconsistency in the UI between colonise and placing an outpost that caught me. Is there a reason why you have to select outpost ships but not colony ships?
- Sun Feb 24, 2013 11:33 am
- Forum: Scripting & Balancing
- Topic: Eaxaw starting ships
- Replies: 6
- Views: 1235
Eaxaw starting ships
For the love of god, laser 3? And extra ships? I get that they're aggresive but this makes it nearly impossible to play a game where you start next to them. Maybe they should get subterreanen hab and constr as they are burrowers. But this class of firepower is uncalled for. My two cents. I've just s...
- Sun Feb 24, 2013 11:29 am
- Forum: Support
- Topic: Outposts on hostile planets
- Replies: 6
- Views: 577
Outposts on hostile planets
Hostile planets can not support a colony yet do not qualify as suitable for outposts (which require an inhospitable environment).
Is this correct? Is it expected/wanted?
Is this correct? Is it expected/wanted?
- Sat Feb 23, 2013 9:27 pm
- Forum: Compile
- Topic: Error linking libcore.a into freeoriond
- Replies: 8
- Views: 1268
Re: Error linking libcore.a into freeoriond
That is correct, I did install GiGi into a prefix within my home directory. As a rule I never store stuff I custom compile into the root directory as it then gets real messy with your package manage. For example if GiG ever gets packaged by fedora like bullet and ogre are then there are all sorts of...
- Sat Feb 23, 2013 7:48 pm
- Forum: Compile
- Topic: Error linking libcore.a into freeoriond
- Replies: 8
- Views: 1268
Re: Error linking libcore.a into freeoriond
This is git commit 790ddd3cd346aefa8288d1d54bd0d9d038381ea9 checked out 13/2, about 10 days ago, GiGi and FO checked out at the same time.
The GiGi is from "SVN" (well, repository) but I installed it out and linked from that prefix.
I'll re-fetch and recompile and let you know
The GiGi is from "SVN" (well, repository) but I installed it out and linked from that prefix.
I'll re-fetch and recompile and let you know
- Sat Feb 23, 2013 2:08 pm
- Forum: Compile
- Topic: Error linking libcore.a into freeoriond
- Replies: 8
- Views: 1268
Error linking libcore.a into freeoriond
Specifically it seems to be lots of "undefined reference to `adobe::version_1::name_t::name_t(char const*)'" gcc 4.7.2 boost 1.50 bullet 2.81 ogre 1.7.4 What follows is the output from make from when the error started Linking CXX executable ../freeoriond ../libcore.a(Effect.cpp.o): In function `Effe...
- Sun Jan 08, 2012 1:41 pm
- Forum: Compile
- Topic: Compiling with FC16 on x86_64
- Replies: 2
- Views: 934
Compiling with FC16 on x86_64
Just got fedora core 16 going and now trying to compile Freeorion. Here is the error message: Building CXX object src/CMakeFiles/GiGi.dir/Texture.cpp.o /home/gvdm/Games/freeorion/FreeOrion/GG/src/Texture.cpp: In member function ‘void GG::Texture::Load(const string&, bool)’: /home/gvdm/Games/freeorio...
- Sun Nov 27, 2011 4:45 pm
- Forum: Other Game Design
- Topic: Resources
- Replies: 23
- Views: 2900
Re: Resources
As I'm going through the list I've noticed that some species just seem weak in general, the Cynos for example, can't mine or do industry but get no bonuses to farming or research. Now I'm aware that some species are non playable so I'll just assume this is a conscious design decision and leave as is...