Looking at the GitHub thread, Vezzra and LGM-Doyle found a solution during the past week.
The most recent Mac test build (2016-03-29.fb14c08) exits without a problem.
Search found 214 matches
- Tue Mar 29, 2016 11:26 pm
- Forum: Play-Testing Feedback
- Topic: [Mac build 2016-03-21.ef3e588] unable to exit program
- Replies: 4
- Views: 720
- Tue Mar 29, 2016 9:41 pm
- Forum: Play-Testing Feedback
- Topic: An extensive combat analysis of ship hulls
- Replies: 26
- Views: 5176
Re: An extensive combat analysis of ship hulls
Okay, I see that the ship costs do go up. I had forgotten the original cost, and the numbers are already "baked in" when I'm designing. Suggestion 1: Have a note in one of the windows (production? ship build?) about how much ship costs have gone up. Maybe "With 35 ships in service, th...
- Tue Mar 29, 2016 8:39 pm
- Forum: Play-Testing Feedback
- Topic: An extensive combat analysis of ship hulls
- Replies: 26
- Views: 5176
Re: An extensive combat analysis of ship hulls
Single weapon ships are "optimal" since armor is significantly cheaper than a comparable weapon. I'll have to think if it makes sense to build "tanks" instead of "cannons". (Obviously, that changes if you have Etty or Mu Ursh for that extra weapon rank.) Maybe I'm remem...
- Fri Mar 25, 2016 4:47 pm
- Forum: Play-Testing Feedback
- Topic: New Troops System
- Replies: 24
- Views: 3529
Re: New Troops System
?!?!?!? wtf, my ships don't get build .. no error message, nothing .. how exactly does that work?? when is the ammount replenished? or can I finish troop ships up to the total ammount of troops on the planet EACH turn? now that would just be a micromanagement desaster .. the I have to que the ships...
- Thu Mar 24, 2016 12:34 am
- Forum: Play-Testing Feedback
- Topic: New Troops System
- Replies: 24
- Views: 3529
Re: New Troops System
I'm glad you pointed this out.
I was wondering why my (3 x troop ships) was completely paid for, but not being built (until I increased the troop capacity of that planet).
I was wondering why my (3 x troop ships) was completely paid for, but not being built (until I increased the troop capacity of that planet).
- Wed Mar 23, 2016 1:30 pm
- Forum: Play-Testing Feedback
- Topic: [Mac build 2016-03-21.ef3e588] unable to exit program
- Replies: 4
- Views: 720
[Mac build 2016-03-21.ef3e588] unable to exit program
For the most recent released test build for the Mac (2016-03-21.ef3e588), when I click "Exit" from the main menu, the program does not stop. After clicking Exit, the main menu window is closed: [debug] Client : (HumanClientFSM) ~IntroMenu ... but the program does not exit. It isn't doing a...
- Mon Mar 21, 2016 10:19 pm
- Forum: Play-Testing Feedback
- Topic: Enemy ships immune to my firepower?
- Replies: 13
- Views: 1175
Re: Enemy ships immune to my firepower?
I'm playing along and in one of my first defense battles I notice that the enemy ship does not get destroyed. So over a few turns I observe the battle at my planet and see that the enemy ship only loses 2 armor points per turn - corresponding to the defense mines. At the same time my fleet is losin...
- Thu Mar 17, 2016 9:59 pm
- Forum: Play-Testing Feedback
- Topic: Accretion disk cutting off supply line?
- Replies: 4
- Views: 507
Re: Accretion disk cutting off supply line?
I am using the most recently released test build, and was not aware of the anti-supply modification.The Silent One wrote:I could be mistaken, but could it be that your and the enemies supply cancel each other out? From the circles I take you're playing with Geoff's new supply propegation.
Thanks for the info.
- Thu Mar 17, 2016 6:02 pm
- Forum: Play-Testing Feedback
- Topic: Accretion disk cutting off supply line?
- Replies: 4
- Views: 507
Accretion disk cutting off supply line?
I wanted to check if the "accretion disk" modifier is behaving as intended. There might be a bug, or maybe the Pedia entry has me confused. It sounds like any colonies inside a system with an accretion disk will have their supply lines reduced by 1, but it shouldn't affect anything outside...
- Thu Mar 17, 2016 5:52 pm
- Forum: Play-Testing Feedback
- Topic: Psionics tech shows a cost of 1M in List view
- Replies: 3
- Views: 467
Re: Psionics tech shows a cost of 1M in List view
Submitted: https://github.com/freeorion/freeorion/issues/527Vezzra wrote:Can you open an issue on github?
- Wed Mar 16, 2016 5:17 pm
- Forum: Play-Testing Feedback
- Topic: Psionics tech shows a cost of 1M in List view
- Replies: 3
- Views: 467
Psionics tech shows a cost of 1M in List view
I use the "List" view for the Tech window. In the table, "Psionics" lists as 1 million RP. (Using the Mac test build that was released this week.) It doesn't actually behave that way. In the research queue and the Pedia entry, it shows the correct cost (600, or 100 if I've conque...
- Sun Feb 21, 2016 5:45 pm
- Forum: Play-Testing Feedback
- Topic: I need a challenge!
- Replies: 26
- Views: 4198
Re: I need a challenge!
Right now the game is still evolving, and is not ideally balanced. Maybe chose the path less taken, for the added difficulty? (And provide feedback on the experience, for when decisions are made to better balance the game.) For example, I think the robotic ship hulls (robotic / self-gravitating / ti...
- Sun Feb 21, 2016 12:20 am
- Forum: Play-Testing Feedback
- Topic: Chato default focus
- Replies: 11
- Views: 2388
Chato default focus
Shouldn't the Chato default focus (for a new colony) be Research, instead of industry?
The Humans do this, and they don't even have the racial Great Research.
The Humans do this, and they don't even have the racial Great Research.
- Fri Feb 19, 2016 12:43 am
- Forum: Play-Testing Feedback
- Topic: planet suitability and extinct species
- Replies: 1
- Views: 494
planet suitability and extinct species
Right-clicking on planets will bring up the planet suitability, which will list all species that currently populate your empire (and exobots, no matter what). I suggest that if a Xenoresurrection Lab is completed on a planet with extinct species remains, then that should be on the list also. I wante...
- Thu Feb 18, 2016 10:39 pm
- Forum: Play-Testing Feedback
- Topic: Unguarded ancient ruins
- Replies: 11
- Views: 1159
Re: Unguarded ancient ruins
I guess the AI players (since they vastly outnumber me) have been the beneficiaries of the 10% up to now.Vezzra wrote:and then there is a 90% chance that it will actually have a guardian. Meaning, one out of ten Ancient Ruin specials will be without one.
Thanks for the information.