Search found 67 matches

by biza
Wed Jul 01, 2015 7:22 pm
Forum: Other Game Design
Topic: let planets be on 'Aggressive' stance
Replies: 9
Views: 1433

Re: let planets be on 'Aggressive' stance

hi, maybe it should be made via diplomatic options per "enemy" not per planet? 1. Make planets always to fight peaceful ships except when new option eg."propose intelligence agreement" is selected or 2. Leave as it is with new option eg. "total war" or "always enga...
by biza
Mon Jun 29, 2015 5:05 pm
Forum: General Discussion
Topic: This week's test builds
Replies: 1
Views: 1764

Re: This week's test builds

Hi, happy vacation Vezzra! I compiled (from first try with great instructions) freeorion on Test Release and it is working on my late 2011 macbook pro :o 8) All setting on default. Just wanted to help you a bit and hope it will be ok on other macs. https://www.dropbox.com/s/wrq17o6tcylstm1/FreeOrion...
by biza
Mon May 11, 2015 7:14 pm
Forum: Play-Testing Feedback
Topic: continue game in main menu
Replies: 1
Views: 549

continue game in main menu

Hi, I really miss "Continue Game" menu item in main menu. Is it possible for some developer to create such menu item that scans savegame folders, and loads last saved game? Sometimes i forget to save game and need to load from autosave, and sometimes i save and have to load from save folde...
by biza
Mon Feb 23, 2015 11:16 pm
Forum: Play-Testing Feedback
Topic: Second few games, more suggestions :)
Replies: 17
Views: 1512

Re: Second few games, more suggestions :)

I know nothing about AI and how it works. :) So my illusion on how it works is probably just illusion :) Easiest AI works like an low IQ human, his action to "normal" human looks like random actions (random buildings, random exploration, random research, random attacks ...). Harder AI &quo...
by biza
Sun Feb 22, 2015 6:29 pm
Forum: Play-Testing Feedback
Topic: hwo do you conquer enemy outposts?
Replies: 4
Views: 630

Re: hwo do you conquer enemy outposts?

Did you try with troop ships?

Cheers!
by biza
Wed Sep 04, 2013 3:18 pm
Forum: Graphics
Topic: BraveSirKevin's Graphic Contributions
Replies: 39
Views: 31916

Re: BraveSirKevin's Graphic Contributions

Structure is low, but stealth and speed are very high.
Great concept BraveSirKevin, I like it.
But this very high stealth is bothering me, maybe to change colour to darker, or make it a bit transparent? (this variation is glowing so not very stealthy I guess :) ).
by biza
Wed Sep 04, 2013 2:59 pm
Forum: Graphics
Topic: Interface for Wormholes/Stargates
Replies: 7
Views: 10964

Re: Interface for Wormholes/Stargates

@eleazar: hi, can wormhole on image have more starlanes to be reachable from more systems, or just one so you must cross Beta to aces wormhole?
by biza
Sun Sep 01, 2013 11:01 am
Forum: Other Game Design
Topic: Making fuel more useful
Replies: 27
Views: 2510

Re: Making fuel more useful

I think all this is complicating that will need a lot explaining to user. - Why my scanner is not working? - Do you have ships in that system? - Do you have x or y building there? - You know, big population make big noise so scanner is not working as it should... Just limit it to outposts or somethi...
by biza
Tue Jul 30, 2013 10:08 pm
Forum: Other Game Design
Topic: New Starnames
Replies: 13
Views: 1537

Re: New Starnames

I opened this page http://en.wikipedia.org/wiki/List_of_proper_names_of_stars and took few names not already in list as many was on list. Then opened http://en.wikipedia.org/wiki/List_of_Arabic_star_names and took few more, then http://www.astro.wisc.edu/~dolan/constellations/starname_list.html and ...
by biza
Tue Jul 30, 2013 7:07 pm
Forum: Other Game Design
Topic: New Starnames
Replies: 13
Views: 1537

Re: New Starnames

The issue is whether the set of names you added was taken from another list of names as a group, or whether you compiled a set of names on your own. Look there is a lot of lists of stars, and they are probably all the same because star names are star names. In Nautical Almanac there is around 60 br...
by biza
Sat Jul 27, 2013 8:46 pm
Forum: Scripting & Balancing
Topic: Dormant necrovirus
Replies: 11
Views: 1805

Re: Dormant necrovirus

For cure, once empire get infected it opens 'special' research tree with research 'Cure for Necrovirus on planet xy' eg. 3 x current total empire RP. So if you want to get the cure fast you need to get all you scientist to work on cure no mater how big or small your empire is.
by biza
Fri Jul 26, 2013 3:31 pm
Forum: Other Game Design
Topic: New Starnames
Replies: 13
Views: 1537

Re: New Starnames

Thank you for response :) 1. well, I have putted more names then 144, then used notepad++ with text fx plugin to sort them alphabetically and if duplicates or two names looked very similar like one letter diff at end I deleted one of them not taking care if it is old or name I putted :( eg. Aurigae ...
by biza
Thu Jul 25, 2013 10:34 pm
Forum: Other Game Design
Topic: New Starnames
Replies: 13
Views: 1537

New Starnames

Hi, I took the liberty to expand starnames.txt to include 801 names so it is 144 new names :)
They are all one word and mostly short and hopefully enough different to be useful.
If you like it, it can be used in new release...

Cheers
by biza
Thu Jun 27, 2013 6:56 pm
Forum: Play-Testing Feedback
Topic: [6193] double star name bug
Replies: 4
Views: 668

Re: [6193] double star name bug

Dilvish wrote:
biza wrote:there are 2 neighbouring star systems with same name.
Ah yes, I remember those stars, it's really a very interesting story how they came to be named the same thing -- one of these days we should get the story written down...
A long time ago in a galaxy far, far away....

:D :D :D
by biza
Thu Jun 27, 2013 3:23 pm
Forum: Play-Testing Feedback
Topic: [6193] double star name bug
Replies: 4
Views: 668

[6193] double star name bug

there are 2 neighbouring star systems with same name.

Image

seed: 65432
systems: 2000
shape: random