Search found 67 matches
- 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...
- 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...
- 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...
- 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...
- 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!
Cheers!
- Wed Sep 04, 2013 3:18 pm
- Forum: Graphics
- Topic: BraveSirKevin's Graphic Contributions
- Replies: 39
- Views: 31916
Re: BraveSirKevin's Graphic Contributions
Great concept BraveSirKevin, I like it.Structure is low, but stealth and speed are very high.
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 ).
- 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?
- 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...
- 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 ...
- 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...
- 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.
- 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 ...
- 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
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
- 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
A long time ago in a galaxy far, far away....Dilvish wrote: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...biza wrote:there are 2 neighbouring star systems with same name.
- Thu Jun 27, 2013 3:23 pm
- Forum: Play-Testing Feedback
- Topic: [6193] double star name bug
- Replies: 4
- Views: 668