Yes, mel hasn't created a PR yet. But she intends to do so this week, if I understood her correctly.pheldens wrote:with current checkout, it still happens
playtesting git
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Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Re: playtesting git
Re: playtesting git
ok thanks
Re: playtesting git
I've managed to come across the fleet window thing once but haven't been able to reproduce it intentionally, it'll take some time to figure out without reliable reproduction steps...
(It's not the same issue that you were having before btw Vezzra)
(It's not the same issue that you were having before btw Vezzra)
Unless stated otherwise, code and scripts provided by me are released under GNU GPL 2.0 (or later) and other content is released under CC BY-SA 3.0.
Re: playtesting git
Oh, ok...mel_o wrote:(It's not the same issue that you were having before btw Vezzra)
Re: playtesting git
I think the problem is now gone from current git
- edit no its still there sry
- edit no its still there sry
Last edited by pheldens on Thu Jul 23, 2015 10:37 am, edited 1 time in total.
Re: playtesting git
"There are defenseless natives at Planet X go invade them!"
This message is displayed even when the planet is still cloaked and you are not aware of said colony.
This message is displayed even when the planet is still cloaked and you are not aware of said colony.
Re: playtesting git
I've just started getting that, I appear to have a Furthest infestation in my new game. I shall try to change that.pheldens wrote:"There are defenseless natives at Planet X go invade them!"
This message is displayed even when the planet is still cloaked and you are not aware of said colony.
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Re: playtesting git
Well, when you encounter a scanlined (that is, stealthed) planet, you already know that there is something down there. You just don't know the exact species, so the message doesn't really give anything away...pheldens wrote:This message is displayed even when the planet is still cloaked and you are not aware of said colony.
Re: playtesting git
True, but when you can't invade it for a fair bit it's annoying, I'd rather have a different message, however...Vezzra wrote:Well, when you encounter a scanlined (that is, stealthed) planet, you already know that there is something down there. You just don't know the exact species, so the message doesn't really give anything away...pheldens wrote:This message is displayed even when the planet is still cloaked and you are not aware of said colony.
Code: Select all
EffectsGroup
scope = And [
Planet
Species
UnOwned
MaxDefense high = 0
Stealth high = Source.Detection
ContainedBy And [
System
Not Contains Monster
]
Or [
VisibleToEmpire empire = Source.Owner
ExploredByEmpire empire = Source.Owner
]
]
activation = Source
effects =
GenerateSitRepMessage
message = "There are defenseless natives at %planet%! Go invade them with <encyclopedia TROOP_TITLE>Troops</encyclopedia>!"
label = "Custom_4"
NoStringtableLookup
icon = "icons/meter/troops.png"
parameters = [
tag = "planet" data = Target.ID
]
empire = Source.Owner
Any ideas?
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Re: playtesting git
Code: Select all
Stealth high = Source.Detection
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13587
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: playtesting git
Source.Detection is the value of the source object's detection meter, which is its detection range.Vezzra wrote:What does "Detection" refer to? The source objects detection range or the empires detection strength?Code: Select all
Stealth high = Source.Detection
Re: playtesting git
Figured out how to get it:pheldens wrote:I think the problem is now gone from current git
- edit no its still there sry
- Select a fleet that's at a system with no other fleets but has been ordered to move somewhere else (and won't stop at a system next turn), might also happen in some other situations
- Open the production window
- Advance a turn
- Close the production window (without opening any other windows on the toolbar)
- Fleet windows don't show up until you select a fleet (might have to be a different fleet) and open another window or open & close the production window.
Unless stated otherwise, code and scripts provided by me are released under GNU GPL 2.0 (or later) and other content is released under CC BY-SA 3.0.
Re: playtesting git
RIGHT.Geoff the Medio wrote:Source.Detection is the value of the source object's detection meter, which is its detection range.Vezzra wrote:What does "Detection" refer to? The source objects detection range or the empires detection strength?Code: Select all
Stealth high = Source.Detection
OK, um, what's detection strength then? Hmm, techs that increase it use
Code: Select all
Source.Owner meter = "METER_DETECTION_STRENGTH"
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Re: playtesting git
It will have to. It's a fix for a known bug in master, so even if you won't get your PR up before the deadline on Sunday, it'll still be merged into the release branch. That's not the kind of bug I'd want to leave as a "known issue".mel_o wrote:If that was the issue you were having then I've fixed it and it'll (hopefully lol) get into the next release.
However, that's not meant as an invitation to relax, I'd much appreciate it if you could get your PR up in time so we can merge it before I create the release branch
Re: playtesting git
If you're not certain about having time to clean things up as much as you would like for a PR, please at least push your branch with this work to your GitHub fork, so we'd at least have a chance to make a last-minute decision about whether or not to just take it as it is.mel_o wrote:If that was the issue you were having then I've fixed it and it'll (hopefully lol) get into the next release.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0