Gas giant generator

Problems and solutions for installing or running FreeOrion, including discussion of bugs if needed before posting a bug report on GitHub. For problems building from source, post in Compile.

Moderator: Oberlus

Post Reply
Message
Author
unjashfan
Creative Contributor
Posts: 175
Joined: Fri Dec 30, 2011 8:08 am

Gas giant generator

#1 Post by unjashfan »

In the latest version (5013), the gas giant generator doesn't unlock the industry focus for gas giants, which renders the building useless for species that have gas giants as an uninhabitable planet.

User avatar
Geoff the Medio
Programming, Design, Admin
Posts: 13603
Joined: Wed Oct 08, 2003 1:33 am
Location: Munich

Re: Gas giant generator

#2 Post by Geoff the Medio »

Do you mean that outposts (0 population colonies) with a gas giant generator on them don't get the focus? This is the case because availability of foci is a species-linked thing, so if there's no species on a planet, which is the case for 0 population colonies, then there are no focus conditions to test to decide which foci are available, so none are.

User avatar
eleazar
Design & Graphics Lead Emeritus
Posts: 3858
Joined: Sat Sep 23, 2006 7:09 pm
Location: USA — midwest

Re: Gas giant generator

#3 Post by eleazar »

Those and some asteroid things need to be retconned to work with the new "real" outposts.
Probably by becoming a system-wide industry bonus.

User avatar
Geoff the Medio
Programming, Design, Admin
Posts: 13603
Joined: Wed Oct 08, 2003 1:33 am
Location: Munich

Re: Gas giant generator

#4 Post by Geoff the Medio »

I suppose we could discuss whether outposts should have focus settings available. If so, some way other than through the species will be needed to decide which are available at a given location.

User avatar
eleazar
Design & Graphics Lead Emeritus
Posts: 3858
Joined: Sat Sep 23, 2006 7:09 pm
Location: USA — midwest

Re: Gas giant generator

#5 Post by eleazar »

Geoff the Medio wrote:I suppose we could discuss whether outposts should have focus settings available. If so, some way other than through the species will be needed to decide which are available at a given location.
Well, what would they do with focus settings?
They aren't supposed to have production, and they don't have population or infrastructure to base it on.


EDIT:
fixed revision 5018
"fixed gas giant generators to work without focus settings. Also commented out some mining-enhancing techs though arguable they could just directly boost industry now."

User avatar
Geoff the Medio
Programming, Design, Admin
Posts: 13603
Joined: Wed Oct 08, 2003 1:33 am
Location: Munich

Re: Gas giant generator

#6 Post by Geoff the Medio »

eleazar wrote:They aren't supposed to have production, and they don't have population or infrastructure to base it on.
I wasn't sure what was intended for their resource output...

Presently the only things that define outposts are that they have an owner empire and have zero population. They do have all the other standard planet resource and military meters, as appear on the sidepanel, so could easily be given resource output or nonzero infrastructure.

User avatar
eleazar
Design & Graphics Lead Emeritus
Posts: 3858
Joined: Sat Sep 23, 2006 7:09 pm
Location: USA — midwest

Re: Gas giant generator

#7 Post by eleazar »

Geoff the Medio wrote:[Presently the only things that define outposts are that they have an owner empire and have zero population. They do have all the other standard planet resource and military meters, as appear on the sidepanel, so could easily be given resource output or nonzero infrastructure.
Yeah, they could.

My general idea is we should err on the side of giving outposts fewer attributes of colonies, for simplicity's and differentiation's sake. The whole production/infrastructure box might be removed from outpost's side panel.

Though it is arguable more elegant/simple, to have gas giants & asteroids with the right tech/building produce industry directly rather than boost planets in the same system.

Post Reply