Search found 1972 matches

by Ophiuchus
Fri Mar 12, 2021 2:16 pm
Forum: General Discussion
Topic: Fiftteent game on the multiplayer slow game server
Replies: 298
Views: 5107

Re: Fiftteent game on the multiplayer slow game server

Palace transfer takes one turn to build, but 9 turns afterwards to establish the new imperial palace and remove the old one. That doesn't make much sense to me. Why not just take 9 turns or whatever to finish and upon that make the palace transfer effective? (destroy previous one whetever it is, cr...
by Ophiuchus
Fri Mar 12, 2021 12:38 pm
Forum: General Discussion
Topic: Fiftteent game on the multiplayer slow game server
Replies: 298
Views: 5107

Re: Fiftteent game on the multiplayer slow game server

Maybe have an "Imperial Palace transfer" building that one could build on one other Colony, and that would automatically scrap the old Imperial Palace and create a new one on the other Colony at completion ? Such a transition should be rather a project instead of a building. Until we have such a th...
by Ophiuchus
Fri Mar 12, 2021 12:25 pm
Forum: General Discussion
Topic: Fiftteent game on the multiplayer slow game server
Replies: 298
Views: 5107

Re: Fiftteent game on the multiplayer slow game server

LienRag wrote: Fri Mar 12, 2021 11:26 amImperial Palace (and the Cultural Library too I guess) is concerned.
Imperial palace is pretty worthless. Cultural library is the prize.
by Ophiuchus
Thu Mar 11, 2021 7:21 pm
Forum: General Discussion
Topic: Fiftteent game on the multiplayer slow game server
Replies: 298
Views: 5107

Re: Fiftteent game on the multiplayer slow game server

Back to fifteenth game : is the sitrep working fine ? Aren't we supposed to get a sitrep when a player declares war on us ? I don't remember such sitreps exists. Three little spacebirds told me that a Capitol changed hands recently, and in Single Player I definitely get a sitrep message when such t...
by Ophiuchus
Thu Mar 11, 2021 4:37 pm
Forum: General Discussion
Topic: Fiftteent game on the multiplayer slow game server
Replies: 298
Views: 5107

Re: Fiftteent game on the multiplayer slow game server

Oberlus wrote: Thu Mar 11, 2021 4:21 pm Yes, there are those messages:
[11 mar. 17:07:45] LienRag left game
Oberlus and Ophiuchus are now at war.
Oh, i missed that one. :o
by Ophiuchus
Thu Mar 11, 2021 3:41 pm
Forum: General Discussion
Topic: Weekly Release Notes / Up-to-date Test Snap
Replies: 115
Views: 26082

Re: Weekly Release Notes / Up-to-date Test Snap

LienRag wrote: Thu Mar 11, 2021 12:54 pm
Ophiuchus wrote: Thu Mar 11, 2021 10:48 am
  • game: added rule to make all systems at least basically visible to all empires (geoff)
All stars (which is indeed quite logical) or planets also (much less so) ?
dunno, ask geoff
by Ophiuchus
Thu Mar 11, 2021 11:20 am
Forum: General Discussion
Topic: Weekly Release Notes / Up-to-date Test Snap
Replies: 115
Views: 26082

Re: Weekly Release Notes / Up-to-date Test Snap

Stable 0.4.10.1 build is available on channel 0.4.10/stable; the 0.4.10 channel is also the current default channel (v0.4.10.1 rev=174 amd64 rev=176 i386). Note that revision is a rebuild using current (security bug-fixed) versions of the used. Weekly test build based on master : freeorion_2021-03-0...
by Ophiuchus
Thu Mar 11, 2021 10:48 am
Forum: General Discussion
Topic: Weekly Release Notes / Up-to-date Test Snap
Replies: 115
Views: 26082

Re: Weekly Release Notes / Up-to-date Test Snap

Stable 0.4.10.1 build is available on channel 0.4.10/stable; the 0.4.10 channel is also the current default channel. Weekly test build based on master - stilly BROKEN , i did not push to beta channel: freeorion_2021-03-01.52f20a9 rev=?? channel=edge (amd64) freeorion_2021-03-01.52f20a9 rev=?? channe...
by Ophiuchus
Thu Mar 11, 2021 10:45 am
Forum: Programming
Topic: Potential replacement of FOCS with Python
Replies: 75
Views: 16338

Re: Potential replacement of FOCS with Python

o01eg wrote: Thu Mar 11, 2021 8:57 am Finished minimal techs parser for two techs Algorithmic Elegance and Orbital Habitation.
Congrats! Hope to have a look soon.
by Ophiuchus
Thu Mar 11, 2021 10:44 am
Forum: General Discussion
Topic: Fiftteent game on the multiplayer slow game server
Replies: 298
Views: 5107

Re: Fiftteent game on the multiplayer slow game server

I thought it was to keep the previous equilibriums when last version went to 4 bouts of combat ? Yes, also for that. And for different ranges. Discussion is (mostly) here . It was necessary for keeping the equilibrium. We also wanted to have finer granularity for adding more kinds of multishot weap...
by Ophiuchus
Mon Mar 08, 2021 11:22 am
Forum: Programming
Topic: Potential GiGi replacements: Godot
Replies: 99
Views: 1967

Re: Potential GiGi replacements: Godot

Don't you have godot binaries in snap for core18? Need to check what is available. I also did not have a working core18 with gnome-extension as well. You made it work with ubuntu20.04 so i also have to see what I can reuse from that. I used 20.04 only because Debian and hence Ubuntu introduced godo...
by Ophiuchus
Mon Mar 08, 2021 5:36 am
Forum: Programming
Topic: Potential GiGi replacements: Godot
Replies: 99
Views: 1967

Re: Potential GiGi replacements: Godot

o01eg wrote: Mon Mar 08, 2021 5:21 am Don't you have godot binaries in snap for core18?
Need to check what is available. I also did not have a working core18 with gnome-extension as well. You made it work with ubuntu20.04 so i also have to see what I can reuse from that.
by Ophiuchus
Mon Mar 08, 2021 4:53 am
Forum: Programming
Topic: Potential GiGi replacements: Godot
Replies: 99
Views: 1967

Re: Potential GiGi replacements: Godot

the snap core 20.04 should work well by now. i could try to build the godot branch on snap (especially if I can copy the necessery dependencies from your ppa). ok, i managed to build normal non-godot branch on a core20. though 20.04 is surprisingly not-mainstream and rather cutting edge yet . the w...
by Ophiuchus
Sun Mar 07, 2021 4:07 pm
Forum: Other Game Design
Topic: Ghost detection range UI for ghost planets
Replies: 5
Views: 365

Re: Ghost detection range UI for ghost planets

Oberlus wrote: Sun Mar 07, 2021 3:51 pm What about just showing ghost detection ranges same as non-ghost?
There could be local temporal effects which increase (or decrease) detection. If that goes in the UI you could be greatly mislead I guess.
by Ophiuchus
Sun Mar 07, 2021 3:38 pm
Forum: Other Game Design
Topic: Ghost detection range UI for ghost planets
Replies: 5
Views: 365

Re: Ghost detection range UI for ghost planets

i think doing a circle about each planet with dashed lines in the empire colour (or slightly more grey) would suffice well enough