Search found 214 matches
- Tue Mar 28, 2017 11:14 am
- Forum: Play-Testing Feedback
- Topic: Getting ready for 0.4.6
- Replies: 13
- Views: 2002
Re: Getting ready for 0.4.6
Also, wrong thread ;-) The discussion link for issue 996 led here. https://github.com/freeorion/freeorion/issues/996 I suppose the better option would have been to start a new thread, and link to the discussion here. (I can see why Vezzra wants to prevent the 0.4.7 thread from spiraling out of cont...
- Tue Mar 28, 2017 3:52 am
- Forum: Play-Testing Feedback
- Topic: Getting ready for 0.4.6
- Replies: 13
- Views: 2002
Re: Getting ready for 0.4.6
Maybe the weapon rewording can get done for 0.4.7. I've attached a modified Resources/default/stringtables/en.txt file. I figured I should get feedback if the wording is satisfactory, before putting in the effort to use Google translate to modify the other 11 language files (ugh). (Then I can see if...
- Mon Mar 27, 2017 10:10 pm
- Forum: Play-Testing Feedback
- Topic: AI invasion problems
- Replies: 6
- Views: 1295
Re: 0.4.7 preparations
This PR may fix the issue but it is hard to test. This is getting real interesting. Or real ugly, if it has to be tracked down. I still think the AI is playing better now, compared to a week ago, so hopefully this won't slow down the 0.4.7 plans. Same seed game. Similar compiled game as earlier (&q...
- Mon Mar 27, 2017 7:14 pm
- Forum: Play-Testing Feedback
- Topic: AI invasion problems
- Replies: 6
- Views: 1295
Re: 0.4.7 preparations
Thanks for the report. Again, a log would be helpful to identify the issue. Attached a log. This is the same seed game I've been using the past 2 weeks: cluster, 180 stars, seed: Vuu18W41, Gysache species If you use the Supertesters, the Chato is the first AI to be encountered, due "East"...
- Mon Mar 27, 2017 6:53 pm
- Forum: Play-Testing Feedback
- Topic: AI invasion problems
- Replies: 6
- Views: 1295
AI invasion problems
EDIT by Vezzra: split thread from here . it will help if we can get some more experienced players helping playtest Morlic's Fighters vs Planets PR and giving feedback on it. I made a note on the Morlic's PR, based on 1 game. (Looks okay to me.) I did notice one thing (spying with the Super-Tester a...
- Mon Mar 27, 2017 6:05 pm
- Forum: Play-Testing Feedback
- Topic: Dragon Tooth-less
- Replies: 3
- Views: 949
Re: Dragon Tooth-less
Yah, made a build today from master, and the Dragon Tooth has active Death Rays again. Thanks.dbenage-cx wrote:This was a bug, I just merged the pending PR so should be fixed in master.
- Mon Mar 27, 2017 3:16 pm
- Forum: Compile
- Topic: XCode and local GitHub branches
- Replies: 14
- Views: 10896
Re: XCode and local GitHub branches
Maybe this will help someone else who is (also) inexperienced with XCode/GitHub/FO. (And in case I forget this in the future.) Open XCode with the FO Mac OSX SDK. (I assume that the origin/master code has already been downloaded.) Source Control -> (whatever your Working Copy is named, has a right t...
- Mon Mar 27, 2017 3:02 pm
- Forum: Compile
- Topic: XCode and local GitHub branches
- Replies: 14
- Views: 10896
Re: XCode and local GitHub branches
I have a github account (memem359). Was logged in the whole time.
I've attached a PDF of what I see on the PR page.
(Maybe the ib report staring me in the face, and hiding in my blind spot?)
In any case, I've found a solution for my situation, and I'll post that next (so I don't forget).
I've attached a PDF of what I see on the PR page.
(Maybe the ib report staring me in the face, and hiding in my blind spot?)
In any case, I've found a solution for my situation, and I'll post that next (so I don't forget).
- Mon Mar 27, 2017 1:40 pm
- Forum: Compile
- Topic: XCode and local GitHub branches
- Replies: 14
- Views: 10896
Re: XCode and local GitHub branches
...go to the pull request's page, scroll down to the part below the integration build reports, where there is a link to show the command line instructions... I do not see an integration build report on the web page. While looking at some of the discussions on the bug and PR pages, there were mentio...
- Mon Mar 27, 2017 12:47 pm
- Forum: Compile
- Topic: XCode and local GitHub branches
- Replies: 14
- Views: 10896
XCode and local GitHub branches
Right now I have the Mac OSX SDK, and it has the latest code from the master branch (freeorion:master). (Very new to the GitHub environment, and working with remote code repositories.) Suppose I wanted to test a PR, for example the code in the branch "Morlic-fo:CarrierVsPlanets". How do I ...
- Sat Mar 25, 2017 10:00 pm
- Forum: Play-Testing Feedback
- Topic: Dragon Tooth-less
- Replies: 3
- Views: 949
Dragon Tooth-less
I got a Dragon Tooth from some Ancient Ruins. Noticed it had 0 attack. Three Death Rays, all with 0 attack. I'm assuming this was a technology requirement. (Don't even have plasma cannons yet.) Seems odd. By the time I have researched Death Rays, I won't need the Dragon Tooth anymore. Are the weapon...
- Sat Mar 25, 2017 8:35 pm
- Forum: Play-Testing Feedback
- Topic: Does the AI properly consider outpost colonization?
- Replies: 7
- Views: 1208
Re: Does the AI properly consider outpost colonization?
That particular issue should now be fixed . It worked for my situation. Starting from the same seed (but with your 1 line code change), the Chato AI spread out a lot more, including colonizing the two Toxic planets next to its homeworld system. (It ended up ignoring the nearby Mu Ursh planet, but d...
- Fri Mar 24, 2017 7:14 pm
- Forum: Play-Testing Feedback
- Topic: Does the AI properly consider outpost colonization?
- Replies: 7
- Views: 1208
Does the AI properly consider outpost colonization?
I've attached an image of a nearby AI that made some peculiar choices. It put outposts on potentially "Good" planets, but then didn't bother to colonize them. That seems odd, considering that they were 1 jump away, and it is now turn 100. (I didn't start attacking until turn 80 or so. Ther...
- Fri Mar 24, 2017 4:49 pm
- Forum: Play-Testing Feedback
- Topic: Late game (after turn 200) server disconnects
- Replies: 23
- Views: 2926
Re: Late game (after turn 200) server disconnects
Just tested it, and it fixes the crash. @mem359: Geoff already merged the fix, so if you build FO yourself, just build the most recent master. Otherwise wait for the next weekly test builds. Please report back if the fix solved the problem for you too. After compiling the BFOY, I have not been able...
- Fri Mar 24, 2017 2:30 pm
- Forum: Play-Testing Feedback
- Topic: Late game (after turn 200) server disconnects
- Replies: 23
- Views: 2926
Re: Late game (after turn 200) server disconnects
@mem359, do you have this issue on your system too? When you click "Load Game" on the main menu, does the load game dialog pop up immediately, or does it take some seconds? When I tried it now (multiple times), it pops up immediately. (Also using SSD drive.) I'll keep an eye on this, in c...