Search found 12273 matches

by Geoff the Medio
Tue Jul 09, 2019 6:51 pm
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 50
Views: 3123

Re: Policy Cards Jumble

Now if we really want to reduce the number of ideals I'd ask which ones you would get rid of? I don't think the "number of ideals" isn't the issue. Rather, it is the system that expects or encourages there to be 7-12 policies grouped into "ideals" in a similar manner to the others. I think lists of...
by Geoff the Medio
Fri Jul 05, 2019 5:22 pm
Forum: General Discussion
Topic: Multiplayer slow game server
Replies: 257
Views: 5247

Re: Multiplayer slow game server

Oberlus wrote:
Fri Jul 05, 2019 3:07 pm
But since I'm here: Anyone around willing to play my game when I can't?
Can the authentication system support multiple allowed players for one empire?

Perhaps the moderator user type should have some way to adjust the player-empire associations and turn timing settings?
by Geoff the Medio
Wed Jul 03, 2019 8:38 am
Forum: General Discussion
Topic: How to help on the Influence&Government development for non coders?
Replies: 20
Views: 1027

Re: How to help on the Influence&Government development for non coders?

How about each starting species gives you 1 policy slot. Then there are 3 buildings that each give a different policy slot. Then there are 3 techs (early, mid and late game) that give economic policy slots, 3 techs (early, mid and late game) that give military slots, and 3 techs (early, mid and lat...
by Geoff the Medio
Tue Jul 02, 2019 5:12 pm
Forum: Other Game Design
Topic: Fighter targetting poll
Replies: 27
Views: 992

Re: Fighter targetting poll

On first sight this would break the condition concept. So either this needs to be implemented outside of conditions or the conditions concept needs be expanded/substituted (i think both needs backing by geoff). Could you summarize specifically or with an example of what this would do? Another maybe...
by Geoff the Medio
Tue Jul 02, 2019 5:01 pm
Forum: General Discussion
Topic: How to help on the Influence&Government development for non coders?
Replies: 20
Views: 1027

Re: How to help on the Influence&Government development for non coders?

As far as policy slots go, I suppose I should ask how many policy slots you ultimately want the player to have. This is a balance concern as the number of slots will determine how valuable policies actually are and how they are balanced against each other. 3-6 per category. "ultimately" implies end...
by Geoff the Medio
Sun Jun 30, 2019 7:45 pm
Forum: General Discussion
Topic: How to help on the Influence&Government development for non coders?
Replies: 20
Views: 1027

Re: How to help on the Influence&Government development for non coders?

What governments exist? What effects (if any) do those governments have? What and how many policy slots do those governments have? None. How do we get new policy slots? Techs and buildings, currently. Slots are counted by an empire meter, so any content could add more, such as species or specials o...
by Geoff the Medio
Sun Jun 30, 2019 10:46 am
Forum: General Discussion
Topic: How to help on the Influence&Government development for non coders?
Replies: 20
Views: 1027

Re: How to help on the Influence&Government development for non coders?

The Government window is now a floating independent resizable window rather than a full-screen display, as suggested.
GovernmentWnd.png
Government window open
GovernmentWnd.png (360.37 KiB) Viewed 232 times
by Geoff the Medio
Sun Jun 30, 2019 10:33 am
Forum: Other Game Design
Topic: About Tech Tree GUI
Replies: 49
Views: 1630

Re: About Tech Tree GUI

This would be a crazy amount of work, likely create countless problems, and lastly I'm doubtful it will significally enhance the game. Remember, KISS. That said, I think at this point I'd defer the final decision to Geoff (as acting project and design lead) - Geoff? Don't know how closely you've be...
by Geoff the Medio
Sun Jun 30, 2019 10:13 am
Forum: FreeOrion Project
Topic: 0.4.9 release procedure
Replies: 16
Views: 532

Re: 0.4.9 release procedure

I don't recall, has this feature already been merged into master, or is development of this feature still going on in an unmerged branch? In the latter case, see above, my proposal is not to merge feature branches at this point anymore. Geoff is actively developing on the Government branch - I can ...
by Geoff the Medio
Sun Jun 23, 2019 3:13 pm
Forum: Support
Topic: Cannot run - Connection to the server has been lost [Win 10][0.4.7.1]
Replies: 13
Views: 572

Re: Cannot run - Connection to the server has been lost [Win 10][0.4.7.1]

Slightly different error on the server in that log...

Code: Select all

16:53:38.786374 [error] server : dmain.cpp:97 : main() caught exception(std::exception): bad allocation
by Geoff the Medio
Sun Jun 23, 2019 2:50 pm
Forum: Support
Topic: Cannot run - Connection to the server has been lost [Win 10][0.4.7.1]
Replies: 13
Views: 572

Re: Cannot run - Connection to the server has been lost [Win 10][0.4.7.1]

I'm not sure what the issue actually is... Perhaps the binary saves option helps, but from the log i'm guessing not. It's a bit notable that all the AI clients are taking a really long time to parse all the script files... All of them seem to have the last 2 minutes of log files just with parsing lo...
by Geoff the Medio
Sun Jun 23, 2019 9:41 am
Forum: Support
Topic: Cannot run - Connection to the server has been lost [Win 10][0.4.7.1]
Replies: 13
Views: 572

Re: Cannot run - Connection to the server has been lost [Win 10][0.4.7.1]

The times in the server and client logs don't match. It appears you've attached logs from two different runs of the game. It's thus difficult to tell if the client did something that caused the server crash. 08:54:59.735139 [debug] timer : ScopedTimer.cpp:34 : parse_file "SP_TRENCHERS.focs.txt" time...
by Geoff the Medio
Sun Jun 16, 2019 9:09 pm
Forum: Support
Topic: Can't start new game with latest weekly build!
Replies: 24
Views: 995

Re: Can't start new game with latest weekly build!

I've added some extra logging and some error-safety to some code that might be relevant to the errors reported here. Hopefully will help or narrow down the problem with the next test build.
by Geoff the Medio
Fri May 31, 2019 6:52 pm
Forum: Programming
Topic: Create sitrep message when receiving diplomatic offer
Replies: 4
Views: 184

Re: Create sitrep message when receiving diplomatic offer

What if make diplomacy actions into turn orders? Then there would be situations where players agree between eachother by chatting or external communication that they want to make peace, or some other diplomatic agreement on the current turn, but can't get the diplomacy system to consider them agree...
by Geoff the Medio
Fri May 31, 2019 3:25 pm
Forum: Programming
Topic: Create sitrep message when receiving diplomatic offer
Replies: 4
Views: 184

Re: Create sitrep message when receiving diplomatic offer

An issue with this is that diplomacy is (at least presently) not synchronized with turn cycling. So, a player can send a diplomatic message at any time, and could react to any receive messages at any time, with or without a server turn cycle happening between any of the steps... So how / when exactl...