Search found 124 matches
- Wed Mar 02, 2016 9:09 pm
- Forum: Off-Topic
- Topic: I'm here - introduction
- Replies: 280
- Views: 63942
Re: I'm here - introduction
Industrial Centers, like Solar Generators, affect all supply-connected worlds so generally an empire will not need more than one. You can hover over the Industry icon for any planet and it will show you a list of all the factors that go into the target industry there. You'll see something like &quo...
- Wed Mar 02, 2016 12:43 pm
- Forum: Off-Topic
- Topic: I'm here - introduction
- Replies: 280
- Views: 63942
Re: I'm here - introduction
Welcome to the game. So, rule of thumb: don't use premades? Maybe that's were I got a little confused :wink: Not at all. Most premades are good in a bunch of situations. Also, just tweaking some of them will give you what you need, until you learn how to roll your own from scratch. Some small tips w...
- Sun Feb 28, 2016 3:33 pm
- Forum: Top Priority Game Design
- Topic: Influence and Happiness, V2
- Replies: 102
- Views: 51236
Re: Slowing down expansion, economics
My proposal is yet more radical: giving each individual part a specific cost (which would be defined in the ship part specification). I think that is what Matt meant as well? (Or do you mean something along used parts * fixed_slot_cost, Matt?) I read Matt proposal as a flat cost per "used slot...
- Sat Feb 27, 2016 10:44 pm
- Forum: Top Priority Game Design
- Topic: Influence and Happiness, V2
- Replies: 102
- Views: 51236
Re: Slowing down expansion, economics
..., but it would be far better to count parts used if at all possible. If that's what the majority wants to have, I can live with it. The implementation shouldn't be too much of a problem. My proposal is yet more radical: giving each individual part a specific cost (which would be defined in the s...
- Sat Feb 27, 2016 9:33 pm
- Forum: Top Priority Game Design
- Topic: Influence and Happiness, V2
- Replies: 102
- Views: 51236
Re: Slowing down expansion, economics
I'm currently implementing the basics of influence, development can be followed here: https://github.com/TheSilentOne1/freeorion/tree/influence-test So far implemented: can set planets to influence focus imperial palace creates (arbitrarily) 40 IP (...) colony upkeep = number of colonies * 4 transl...
- Sat Feb 27, 2016 4:34 pm
- Forum: Compile
- Topic: Compile Problem
- Replies: 59
- Views: 33204
Re: Compile Problem
How is 'Home > Compile > Linux' not accessible? It missed the glew package, which is now solved, thank you, and still misses "git clone", which has to be found somewhere else. My suggestion was that it should be accessible and all in one place. Maybe having a link to "Get the source&...
- Sat Feb 27, 2016 4:28 pm
- Forum: Graphics
- Topic: 0.4 UI thread
- Replies: 88
- Views: 69036
Re: 0.4 UI thread
...like showing a population icon for techs that increase the planet capacity Problem is, for a lot of techs doing things like that, the tech doesn't actually do anything. Rather, there's a species or building effect that checks for the tech and then does something. So, without a lot of scanning th...
- Sat Feb 27, 2016 4:04 pm
- Forum: Other Game Design
- Topic: Design Window: sorting Hulls/Premade Ships by class
- Replies: 4
- Views: 1179
Re: Design Window: sorting Hulls/Premade Ships by class
Is there any way to decide what the "class" of a ship design is, besides a hand-written list? How would player-created designs be classified? In ship_parts.txt, I noticed there's a Class attribute for each ship part, which corresponds to the in-game filters (Direct Weapon, Troops, etc.). ...
- Sat Feb 27, 2016 3:47 pm
- Forum: Compile
- Topic: Compile Problem
- Replies: 59
- Views: 33204
Re: Compile Problem
sudo apt-get install libglew-dev should do it; I didn't do anything fancy for my install of it. Necroing this. That line of code should be in the Wiki page, together with the other "apt-get install" statements. I was trying to compile on a Linux Mint box and had a hard time with a "C...
- Wed Feb 17, 2016 3:56 pm
- Forum: Play-Testing Feedback
- Topic: Outpost base not allowing colonization
- Replies: 11
- Views: 841
Re: Outpost base not allowing colonization
I agree, once you are aware of the scanlines it's a useful indicator but it's not obvious until you learn about it and understand the reasons behind it, and even then is not always clear, e.g. for asteroids. My suggestion would be to change the normal colonize button to one that explains that you c...
- Wed Feb 17, 2016 1:56 pm
- Forum: Play-Testing Feedback
- Topic: I need a challenge!
- Replies: 26
- Views: 4196
Re: I need a challenge!
That would be a nice thing to include in the setup screen. Something like "turns handicap"Geoff the Medio wrote:I can't find the thread, but it was suggested somewhere that one could do nothing for the first ~50 turns of a game, then start playing, in order to increase the challenge.
- Wed Feb 17, 2016 1:52 pm
- Forum: Play-Testing Feedback
- Topic: Outpost base not allowing colonization
- Replies: 11
- Views: 841
Re: Outpost base not allowing colonization
You and I find the scanlines intuitive because we're used to it. I know I didn't always understand it when I was learning (one of my earlier questions involved inability to invade a Furthest planet). I think we need to improve that area of the UI somehow. I have zero clue how. How about including a...
- Mon Feb 15, 2016 1:57 am
- Forum: Play-Testing Feedback
- Topic: UI config
- Replies: 5
- Views: 606
Re: UI config
Mine looks like this:
- Sun Feb 14, 2016 4:54 pm
- Forum: Other Game Design
- Topic: Splitting up the "ship" tech category
- Replies: 15
- Views: 2373
Re: Splitting up the "ship" tech category
Maybe hues of orange. An I still think each hull line merits its own category.The Silent One wrote:Another question is if the new categories should keep the orange color of the original ship category or if we want to use new colors (Problem is we are already using all the rainbow colors)?
- Sat Feb 13, 2016 9:48 pm
- Forum: Other Game Design
- Topic: Splitting up the "ship" tech category
- Replies: 15
- Views: 2373
Re: Splitting up the "ship" tech category
I would go even further and split each hull line into a different category. The remainiing techs (non offense, non deffense, non hulls), could be called ship utilities.