Search found 12603 matches

by Geoff the Medio
Mon Sep 21, 2020 1:44 pm
Forum: FreeOrion Project
Topic: 0.4.10 release
Replies: 80
Views: 4795

Re: 0.4.10 release

Since it's a long term support version, being compatible would be good...
by Geoff the Medio
Mon Sep 21, 2020 7:58 am
Forum: FreeOrion Project
Topic: 0.4.10 release
Replies: 80
Views: 4795

Re: 0.4.10 release

Vezzra wrote: Sun Sep 20, 2020 1:58 pmGeoff?
Do any distros we want to target still have only Boost 1.58?
by Geoff the Medio
Sun Sep 20, 2020 6:57 pm
Forum: Play-Testing Feedback
Topic: Testing 4.10
Replies: 27
Views: 1076

Re: Testing 4.10

Edit #2: Just added lines for combatTargets in SR_WEAPON_3_1 and 4_1. The game went weird, because both weapons can't be build any more, showing that ancient pyramid-icon in science screen and beeing removed of all ship desings :oops: Removed that lines and the game went well again :) Don't know wh...
by Geoff the Medio
Sat Sep 19, 2020 5:46 pm
Forum: Support
Topic: Crash randomly while playing game every 2 to 10 minutes
Replies: 3
Views: 2034

Re: Crash randomly while playing game every 2 to 10 minutes

Could any of you try and get a backtrace of the client to see where it crashes? No idea how to do that on Windows (just googled it and doesn't seem easy), some developer can have insights on that. If one has Visual Studio, one can run with the debugger attached. Otherwise, not sure. There are proba...
by Geoff the Medio
Sat Sep 19, 2020 4:17 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 34
Views: 783

Re: Testing Government and Influence

I do think that, at least to my preconceptions of what Policies would be (fundamental choices made by an Empire), there are too many Policy slots at endgame. The plan is for policies to replace a lot of the bonuses from having a tech researched. Two or three slots per category would be reasonable m...
by Geoff the Medio
Sun Sep 13, 2020 9:40 pm
Forum: General Discussion
Topic: How to help
Replies: 22
Views: 524

Re: How to help

I'm not currently on your dev team- so I don't know where "default/stringtables" is (for starters I'm not familiar with where your repository is, not sure how to get access, etc) https://github.com/freeorion/freeorion/tree/master/default/stringtables It's a guthub repository. You don't need any spe...
by Geoff the Medio
Sun Sep 13, 2020 5:53 pm
Forum: General Discussion
Topic: How to help
Replies: 22
Views: 524

Re: How to help

a) text for the game should have at the top the relevant information, and then after it the "story" part can take place. I enjoy some of the "stories" in the game such as the one for the "Happybirthday" robots. But when I'm playing a game I mainly care about how things fit together (like this tech ...
by Geoff the Medio
Fri Sep 11, 2020 2:30 pm
Forum: Other Game Design
Topic: Make all colonies/outposts to start with 6/3 def. troops
Replies: 12
Views: 251

Re: Make all colonies/outposts to start with 6/3 def. troops

Fine by me, but regular player input would be good.
by Geoff the Medio
Fri Sep 11, 2020 9:47 am
Forum: Other Game Design
Topic: RFC: A single source for default values (FOCS, python, stringtables, backend)
Replies: 35
Views: 3354

Re: RFC: A single source for default values (FOCS, python, stringtables, backend)

For named-in-middle value refs i have a kind-of-sensible definition (which might bite some scripters sometimes though): the top level content name of the surrounding code (e.g. "SP_HUMANS", "SP_TRITH"..) is also applied and stays fixed for the named value ref, even if that is used in code with a di...
by Geoff the Medio
Wed Sep 09, 2020 6:31 pm
Forum: Other Game Design
Topic: RFC: A single source for default values (FOCS, python, stringtables, backend)
Replies: 35
Views: 3354

Re: RFC: A single source for default values (FOCS, python, stringtables, backend)

A side question: Would it be possible to move the TopLevelContent into the scripting context (or similar) instead of putting it in every condition/value ref? It seems this always gets pushed down to the contained conditions/value refs anyway? I think the calls to TopLevelContent all just call their...
by Geoff the Medio
Mon Sep 07, 2020 2:00 pm
Forum: Other Game Design
Topic: Balancing gifting with influence and stability
Replies: 18
Views: 514

Re: Balancing gifting with influence and stability

The vague plan is to make invading a planet make its species dislike the invading empire.
by Geoff the Medio
Sat Sep 05, 2020 11:21 am
Forum: Other Game Design
Topic: RFC: A single source for default values (FOCS, python, stringtables, backend)
Replies: 35
Views: 3354

Re: RFC: A single source for default values (FOCS, python, stringtables, backend)

...value refs which depend on top level content (i think that are those where you use RootCandidate) because valuerefs are non-copyable and you can set the top content only once and named value refs are allowed to be used in multiple contexts (having different top level content). RootCandidate isn'...
by Geoff the Medio
Sun Aug 30, 2020 9:49 pm
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 34
Views: 783

Re: Testing Government and Influence

Everyone seems to want to argue from reality now. And there should be clear, game mechanic based rules for what goes where. They are organized thematically, not based (primarily) on game mechanics. This is not motivated by a "realism" argument. I think that all the output (industry, influence and r...
by Geoff the Medio
Sat Aug 29, 2020 12:32 am
Forum: Play-Testing Feedback
Topic: Influence/Policies/Government feedback
Replies: 11
Views: 1276

Re: Influence/Policies/Government feedback

LienRag wrote: Fri Aug 28, 2020 10:41 pm
Geoff the Medio wrote: Mon Jun 15, 2020 2:33 pmI'd also like to have native species that one hasn't invaded but which like your empire grant various bonuses, including policy slots.
That's really brilliant...
It's basically city states from Civ V/VI.
by Geoff the Medio
Fri Aug 28, 2020 11:49 am
Forum: Play-Testing Feedback
Topic: What's the logic behind not being able to split fleets in the middle of a starlane?
Replies: 9
Views: 384

Re: What's the logic behind not being able to split fleets in the middle of a starlane?

Splitting isn't especially problematic, but if you could split, you'd also want to transfer between fleets and merge fleets. Doing those is problematic because it requires the fleets to be at the same location. If they aren't in a system, the only way to test whether they are at the same location is...