research, progress
Moderator: Oberlus
research, progress
the change in the points of research is very slow. plus 1. I tried to set the maximum high, the change is the same.
the course is very long. the first two in the area of 5 minutes. further up to 30 minutes. does not save when exiting. saving is every move, you can not save it manually. inactive button.
Version 0.4.8
the course is very long. the first two in the area of 5 minutes. further up to 30 minutes. does not save when exiting. saving is every move, you can not save it manually. inactive button.
Version 0.4.8
Re: research, progress
Right, the base rate of change for planetary meters is +/- 1 per turn (except for population, which has a more complex formula). Certain techs can increase the rate of change for certain meters. Meters having a max (like planet defense) will always be capped by that max, so switching from defense focus to something else can cause a big swing, not just -1/turn.
I don't understand what you are talking about there.the course is very long. the first two in the area of 5 minutes. further up to 30 minutes.
The game does autosave when exiting, unless you've disabled that or force the game to terminate before the save is complete. The default is once per turn, but you can adjust that in the Options. At the very start of a turn the save button is inactive while the AI's are preparing their orders, which are needed for the save. Late in the game that can take a while, but it will become active again.does not save when exiting. saving is every move, you can not save it manually. inactive button.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0
Re: research, progress
the time of one stroke is very large.
Re: research, progress
I assume you mean the time to resolve a turn (between hitting "TURN" and being able to play next turn).
What are your computer specs? CPU/processor, RAM/memory, GPU/graphics, operating system...
What are the galaxy settings of your current game? Number of planetary systems, number of AI players...
Re: research, progress
150 stars. 40 opponents. 8 GB of RAM, video 7770 ati. Processor 7750 amd athlon x2
Re: research, progress
Then you should curb your expectations. Your CPU is not fast nor has good parallel performance.
Try a game with 150 systems and 6 opponents. 40 opponents means 40 threads of AI processing, that's probably your main bottleneck here.
If turn processing is fine with 6 opponents you can try more, but I recommend finishing a game like that first to see how does it behaves on late game (when turns require much more processing than at the start of a game). If that happens, you can try with less systems (usually 15-25 per player).
Side note: the galaxy generation algorithm has some minimum number of systems per opponent, I think it's 5 (maybe 10), so a game with 40 opponents (plus you) is at least 205 systems.
Re: research, progress
In addition, I want to thank you, the creators of the game, for the wonderful game. very interesting tree of research.
Re: research, progress
is it possible to somehow change the change in research points, and production?those that + 1 / -1.
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: research, progress
Try changing the 1's to something else on the "SetResearch" and "SetIndustry" lines in this file: https://github.com/freeorion/freeorion/ ... macros#L12
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- Juggernaut
- Posts: 854
- Joined: Wed Aug 26, 2015 6:15 pm
Re: research, progress
IIRC, the closest you can have an enemy homeworld is 3 or 4 hops away, even if you set it 40 stars and 40 players.
Re: research, progress
Fine thanks.Try changing the 1's to something else on the "SetResearch" and "SetIndustry" lines in this file: https://github.com/freeorion/freeorion/ ... macros#L12
sorry that do not understand in Russian. I am from Russia
Re: research, progress
Geoff the Medio wrote: ↑Tue Aug 21, 2018 2:30 pmTry changing the 1's to something else on the "SetResearch" and "SetIndustry" lines in this file: https://github.com/freeorion/freeorion/ ... macros#L12
Edit this file:
<PATH TO YOUR FREEORION INSTALLATION FOLDER>/default/scripting/species/common/general.macros
Locate these two lines:
Code: Select all
SetResearch value = Value + min(max(Value(Target.TargetResearch) - Value, -1), 1)
SetIndustry value = Value + min(max(Value(Target.TargetIndustry) - Value, -1), 1)
The two "1" control the speed of meter increasing.
Try this change (edit the file, save it, restart FreeOrion):
Code: Select all
SetResearch value = Value + min(max(Value(Target.TargetResearch) - Value, -3), 3)
SetIndustry value = Value + min(max(Value(Target.TargetIndustry) - Value, -3), 3)
This will make every planet to reach its current maximum value faster, but you won't notice a great speed up of the game pace in general.
If what you want is to be able to get technologies and finish ships faster, there is an option in the GUI that you can adjust before starting a game, to make technologies and items cost more or less points. I'm sorry I can't start FreeOrion in this computer to show you an screenshot, but I think it is easy to fine, in the screen where you configure the galaxy (number of stars, opponents, etc.).
Also, you can change the base production and research you get from population, defined in the file /default/scripting/common/base_prod.macros. Change the INDUSTRY_PER_POP and RESEARCH_PER_POP values for greater ones to get more PPs and RPs from your planets.
Re: research, progress
Благодарю за помощь. Если понадобится помощь в тестировании или ещё какая, обращайтесь.
Thank you for your help. If you need help with testing or something else, please contact.
Thank you for your help. If you need help with testing or something else, please contact.
Re: research, progress
I was wrong. The minimum number of systems per player is 3, but the algorithm may fail to spread out the homeworlds. See attachment (galaxy setting was systems 10 and players 10). So yes, melee!
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