Freeorion still needs peroidic reboots

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godel
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Freeorion still needs peroidic reboots

#1 Post by godel » Sat May 14, 2016 9:02 am

Feb 2015, Sept 2015 both had me rebooting.
The symptoms vary, but generally the most common are that the list of things that can be made gets too small to play.
And now this one also.
Turn 134 before it got too uncomfortable to tolerate.

I do know that there are reasons for the list not to display something. So I went back to an outpost that I had left for many turns and checked it. No colonies available.


This is what it looked like before reboot:

OK, how do I take a paint file into here?

defaultuser
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Re: Freeorion still needs peroidic reboots

#2 Post by defaultuser » Sat May 14, 2016 2:20 pm

When you post a message to the thread, scroll down and there will be a section for attaching a file. Once you add it you can specify whether it should be an inline image.

godel
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Re: Freeorion still needs peroidic reboots

#3 Post by godel » Sun May 15, 2016 4:56 am

OK second try to get those pics here.
Last edited by godel on Sun May 15, 2016 5:00 am, edited 1 time in total.

godel
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Re: Freeorion still needs peroidic reboots

#4 Post by godel » Sun May 15, 2016 4:59 am

OK this should do it:
FreeOrion before may 15 no orbatal.png
Shows one list for building before reboot.
FreeOrion before may 15 no orbatal.png (934.72 KiB) Viewed 515 times
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FreeOrion before may 15 no orbatal.png
FreeOrion before may 15 no orbatal.png (934.72 KiB) Viewed 515 times

godel
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Re: Freeorion still needs peroidic reboots

#5 Post by godel » Sun May 15, 2016 9:26 am

And this after reboot:
(note the change)
freeorion after may 15 has OI.png
freeorion after may 15 has OI.png (982.46 KiB) Viewed 515 times

dbenage-cx
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Re: Freeorion still needs peroidic reboots

#6 Post by dbenage-cx » Sun May 15, 2016 10:32 am

In the 'before reboot' shots, you have the Buildings filter unselected (top left of the Producible Items window).

godel
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Re: Freeorion still needs peroidic reboots

#7 Post by godel » Sun May 15, 2016 7:03 pm

Thanks, I will watch out for that.

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MatGB
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Re: Freeorion still needs peroidic reboots

#8 Post by MatGB » Sun May 15, 2016 7:25 pm

Yup.

Hint: by turn 114, your homeworld population can be substantially higher, it looks like you've only researched Planetary Ecology, which unlocks Subterranean Habitation and Symbiotic Biology, both cheap techs that increase your numbers (and thus everything else) significantly, and help you open up new environments to populate.

Most players have SubHab as one of their very first techs, I normally get it as my 3rd unlocked.
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

defaultuser
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Re: Freeorion still needs peroidic reboots

#9 Post by defaultuser » Sun May 15, 2016 8:35 pm

MatGB wrote:Most players have SubHab as one of their very first techs, I normally get it as my 3rd unlocked.
What do you put ahead of it?

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MatGB
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Re: Freeorion still needs peroidic reboots

#10 Post by MatGB » Sun May 15, 2016 10:11 pm

Normally Planetary Ecology (because, y'know, prerequisite and we deliberately made it better relatively recently) and Algorithmic Elegance, the order between them is determined by starting species and where the numbers are most beneficial. After SubHab it's normally Nascent AI but can sometimes be Mass Driver 1, and then normally a decent hull and active radar.
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

defaultuser
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Re: Freeorion still needs peroidic reboots

#11 Post by defaultuser » Sun May 15, 2016 11:18 pm

Sure, starting conditions matter. I usually hit Sub Hab, then Adaptive Automation, moving Nascent AI up one position after the prereqs are entered. The games I play aren't too crowded so I don't worry about weapons too early.

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