Sure, during August I hope.
Right now I only have a table of all the policies with data and and an abstract index for how fast it can be adopted, so not really interesting to publish.
Moderators: Oberlus, Committer
wobbly wrote: ↑Mon Aug 01, 2022 8:53 amThe pedia is full of these values. Some are correct for 4 round combat and weapon/shield scaling. Some are the old values from before 4 round combat and weapon/shield scaling. Some are namedvalues and auto-update if values are changed. Some are not namedvalues and don't update if values change. The ones with named values show correct values when you change the starting options. The ones without named values don't show correct values when you change starting options.
I would like to update these entries and I'm looking for the best way to handle it. Ideally I'd like to change 5 to 5 * Game Rule so that the pedia shows correct value for current game settings.
Having things be named values that auto-update would be best. Next better would be correct for default settings hard-coded. I guess just do as best as as you have time and motivation for...
Minimum to you may not be minimum to us.
One thing which could work with medium effort is introducing a value ref for querying properties of specifications (e.g. "Capacity" for a "ShipPart" specification) and using a macro for applying adjustments if necessary (e.g. scaling).Geoff the Medio wrote: ↑Tue Aug 09, 2022 1:42 pmwobbly wrote: ↑Mon Aug 01, 2022 8:53 amThe pedia is full of these values. Some are correct for 4 round combat and weapon/shield scaling. Some are the old values from before 4 round combat and weapon/shield scaling. Some are namedvalues and auto-update if values are changed. Some are not namedvalues and don't update if values change. The ones with named values show correct values when you change the starting options. The ones without named values don't show correct values when you change starting options.
I would like to update these entries and I'm looking for the best way to handle it. Ideally I'd like to change 5 to 5 * Game Rule so that the pedia shows correct value for current game settings.Having things be named values that auto-update would be best. Next better would be correct for default settings hard-coded. I guess just do as best as as you have time and motivation for...
Like https://github.com/freeorion/freeorion/ ... .cpp#L2267 ?
That's what ComplexVariable is for.there needs to be a way to pass parameters to it e.g. the current ship part name.
the problem is that i do not want to do a named value ref per part*property, I want/need to set the parameter from pedia/stringtables.Geoff the Medio wrote: ↑Wed Aug 10, 2022 12:13 pmLike https://github.com/freeorion/freeorion/ ... .cpp#L2267 ?
That's what ComplexVariable is for.there needs to be a way to pass parameters to it e.g. the current ship part name.
I'm learning the basics of git, thanks for the advice.Ophiuchus wrote: ↑Mon Dec 27, 2021 10:47 am
you can point the game to a "default" folder somewhere. So, you could get the game via snap and manage the FOCS files in parallel using git
(...)
git will merge the changes, you simply have to pull in the latest master. learn git, its good (and a great skill to have)
i see a lot of confusion. i try to clear that up if i can.LienRag wrote: ↑Sun Aug 21, 2022 11:06 pmI'm learning the basics of git, thanks for the advice.Ophiuchus wrote: ↑Mon Dec 27, 2021 10:47 am
you can point the game to a "default" folder somewhere. So, you could get the game via snap and manage the FOCS files in parallel using git
(...)
git will merge the changes, you simply have to pull in the latest master. learn git, its good (and a great skill to have)
But I still don't really understand the suggested workflow : just Git init on a random folder in my /home and then git import from the snap folder and letting git merge files ?
But it won't be able to modify the files inside the snap folder ?
Or do I use my folder as the reference for the game ?
Then how do I merge the files when I get a new snap version ?
I copy the new snap version FOCS file in the "buffer" folder and just merge the files from the buffer into my working branch, and if I get "conflict" I solve it manually ?
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git clone https://github.com/freeorion/freeorion.git
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git rebase -i origin/master
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git pull
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git checkout upstream master
git pull upstream master
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git checkout -b <new_branch_for_your_changes>
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git add <path_to_new_file>
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git commit -a -m "<commit message>"
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git push origin <new_branch_for_your_changes>
I used to be able to, but now I am not.
Since I am in favor of free software, I do not use Github.
put your default folder in your home directory somewhere, the snap has access to unhidden stuff (i.e. name not starting with .*) in the home folder by default. if it is not listed in your home directory, please give the output of
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snap connections freeorion_slowgame
if you do use add and commit and not rebase, all your changes should be recoverable if they "vanish". (even with rebase it is possible, just a bit more involved).
it does not matter what your local branch is called. in a workspace, only one branch is checked out at a time. that one has to be the right one.
using github is necessary for doing a pull request AFAIK and the review loop as well. using another online git service gives you the usual benefits (backup copy, internet hosting), but is not essentially necessary (your local git workspace works as well).
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scope = Source
activation = Planet
effects = ...
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scope = And [
Source
Planet
]
effects = ...
i guess technically this would work and have the same game effect - i very guess that this even does not change computation cost (although geoff better comment on that)Oberlus wrote: ↑Wed Aug 31, 2022 7:55 am I wonder if it is OK to script it so that scope directly selects the valid targets, and activation is always:Code: Select all
scope = And [ Source Planet ] effects = ...
Conceptually it depends if the trait is part of the xenophobic species or if it is part of the other species. I think about the xenophobic effect on others coming from the xenophobic species (because basically all species are the object and only the xenophobic ones are the subject), so I would expect the effect to be defined on the xenophobic side.Oberlus wrote: ↑Wed Aug 31, 2022 8:30 am Related to the above doubt, I'm trying to do something with the Xenophobic trait, and I am wondering...
If it's better to have scope = Source when the Targets are going to be (part of) Source, the XENOPHOBIC_OTHER effect (the malus to non-xenophobic species that are nearby xenophobic species) applies to targets that are not Source. This effect could be attached to all species and then use scope = Source as well for it.