Search found 30 matches

by Daniel Santos
Wed Nov 24, 2021 10:18 pm
Forum: General Discussion
Topic: how to defeat rogue fleets, everything i send turns rogue
Replies: 3
Views: 3150

Re: how to defeat rogue fleets, everything i send turns rogue

Rise RISE! Rise from your slumber, oh thread! Sorry for resurrecting this thread, but I just want to say Gateway To The Void, baby! I can't remember if that was in the game back in 2014 or not. This is my first time I've gotten to these bastards -- VERY NICE! A wonderful challenge! My compliments to...
by Daniel Santos
Sun Dec 20, 2020 9:45 pm
Forum: Compile
Topic: Question about cmake debug libs (and Gentoo USE=splitdebug)
Replies: 0
Views: 6048

Question about cmake debug libs (and Gentoo USE=splitdebug)

Hello, I've noticed that cmake attempts to locate debug libraries, but is mistaken. In my case, all of my libs are built debug, but then split, with the debug sections compressed and installed into /usr/lib/debug. So, for instance, /usr/lib64/libboost_iostreams.so.1.72.0 is stripped of debug informa...
by Daniel Santos
Wed Nov 09, 2011 12:53 pm
Forum: Scripting & Balancing
Topic: Heath & Food & Starvation
Replies: 17
Views: 3673

Re: Heath & Food & Starvation

eleazar wrote:* Something else i've forgotten
Now you're sounding like me :D
by Daniel Santos
Tue Nov 08, 2011 6:05 am
Forum: Scripting & Balancing
Topic: Heath & Food & Starvation
Replies: 17
Views: 3673

Re: Heath & Food & Starvation

I think you assuming some MoO-style mechanics in the way things work. Perhaps this will help. I'm not so much thinking MoO-style as I am anthropology, biology and sociology. For instance, in ancient times, Native Americans would abstain from sex during times when food was in short supply. If pengui...
by Daniel Santos
Tue Nov 08, 2011 5:10 am
Forum: Scripting & Balancing
Topic: Ship shields aren't regenerating at the end of each turn
Replies: 2
Views: 897

Ship shields aren't regenerating at the end of each turn

Hello. I hope I'm posting this in the correct forum. Also, please review my patch as I'm not certain I have fixed the problem in the correct fashion, although it works in the game I was playing. Mainly, if this is implemented correctly, this effect should only "take effect" at the end of e...
by Daniel Santos
Tue Nov 08, 2011 5:04 am
Forum: Programming
Topic: Showing love to Linux users?
Replies: 5
Views: 754

Re: Showing love to Linux users?

Well "appreciable difference" is a subjective specifier, but I get your point. The practice of inlining trivial member functions is almost as old as the C++ language. I don't know the code well enough to know where to pick out a few items that will show a marked difference or even if inlin...
by Daniel Santos
Sun Nov 06, 2011 4:16 am
Forum: Scripting & Balancing
Topic: Heath & Food & Starvation
Replies: 17
Views: 3673

Re: Heath & Food & Starvation

:arrow: In order to make things intuitive, and to make sure food shortages even in the early stages are significant, perhaps all population growth should be cut off (no matter where health is) when there is even a small food shortfall. That makes sense to me, but I don't think it should terminate g...
by Daniel Santos
Sun Nov 06, 2011 3:02 am
Forum: Compile
Topic: Reworking CMakeList.txt
Replies: 5
Views: 1611

Re: Reworking CMakeList.txt

Well, yes to both questions, but I hadn't gotten back around to modifications to the search path so that finds the files in their new locations. I'll try to get to this next week or tomorrow.
by Daniel Santos
Sun Nov 06, 2011 2:56 am
Forum: Programming
Topic: Showing love to Linux users?
Replies: 5
Views: 754

Re: Showing love to Linux users?

Can you provide some evidence, ideally using specific changes to FreeOrion code, that demonstrates that this sort of change will actually make a difference to run time performance? Well, rather that build test cases, I think it's better to just link some documentation. It's long been a "best p...
by Daniel Santos
Fri Nov 04, 2011 11:51 pm
Forum: Programming
Topic: [patch] Allow outposts to be invaded
Replies: 7
Views: 844

Re: [patch] Allow outposts to be invaded

oh, very cool, ty!
by Daniel Santos
Fri Nov 04, 2011 11:45 pm
Forum: Programming
Topic: [patch] Allow outposts to be invaded
Replies: 7
Views: 844

Re: [patch] Allow outposts to be invaded

So let's try this one then :) EDIT: btw, I'm working on another patch to MapWnd::UpdateMeterEstimates to fix up the "can colonize" message when you have a colony ship in the system that isn't selected, but you can't really colonize the planet. In a nutshell, I'm thinking it should: If you ...
by Daniel Santos
Fri Nov 04, 2011 9:38 pm
Forum: Programming
Topic: Showing love to Linux users?
Replies: 5
Views: 754

Showing love to Linux users?

OK, that's probably a cheesy title for this thread, but users of MSVC++ have the advantage hundreds of millions of dollars worth of programming hours spent in refining cl.exe resulting in the availability of link-time optimizations. This is nice in several ways, you get really good optimizations of ...
by Daniel Santos
Fri Nov 04, 2011 9:22 pm
Forum: Programming
Topic: [patch] Allow outposts to be invaded
Replies: 7
Views: 844

Re: [patch] Allow outposts to be invaded

It just hasn't been added yet. Hehe, that was mostly a negative comment towards Pax Imperia's "genocide-only" formula for taking over planets, but I can see cases where a player may prefer not to have a particular species in their empire. Which brings me to the topic of reputation, is the...
by Daniel Santos
Fri Nov 04, 2011 9:58 am
Forum: Scripting & Balancing
Topic: Heath & Food & Starvation
Replies: 17
Views: 3673

Re: Heath & Food & Starvation

Yeah, I experienced this a few days ago as well. I had a planet blockaded and they plunged into famine. I think I got to it after 3 turns, but they continued to decline until they died about 10 turns after the famine ended -- that definitely doesn't reflect the reality of a population as we know it....
by Daniel Santos
Fri Nov 04, 2011 9:37 am
Forum: Programming
Topic: [patch] Allow outposts to be invaded
Replies: 7
Views: 844

[patch] Allow outposts to be invaded

This will cause the the SidePanel::PlanetPanel::Refresh() code to ignore METER_TARGET_POPULATION when determining if we can invade or not because: This is only updated if we have a colony ship in the fleet and selected (MapWnd::UpdateMeterEstimates(const std::vector<int>&)) We aren't attempting ...