Search found 38 matches

by Benji
Tue Sep 27, 2011 3:46 pm
Forum: General Discussion
Topic: Tech Tree Feedback.....
Replies: 3
Views: 1567

Re: Tech Tree Feedback.....

I couldn't agree more :) I was working a bit on a much smaller tech tree a year ago, but then got a bit dispirited by the undocumented features, and huge amount of discussion that had already taken place on virtually everything, making it quite a chore to come up with something that fitted inside th...
by Benji
Mon Sep 26, 2011 9:29 am
Forum: FreeOrion Project
Topic: Newcomers! What's confusing about Contributing to FreeOrion?
Replies: 50
Views: 13398

Re: Newcomers! What's confusing about Contributing to FreeOr

I was working on a tech tech tree last year. I wanted to make something more simple than the huge thing it currently is. I even spent quite a lot of time on getting the game to compile under mac os x. I think what held me back in the end is that the game just wasn't finished enough to play, which ma...
by Benji
Sun Aug 01, 2010 5:03 pm
Forum: General Discussion
Topic: new player - modding question
Replies: 44
Views: 5522

Re: new player - modding question

After my flurry of posts I wouldn't want you guys to think I abandoned freeorion so easily, but I'm going on a epic kazakhstan-china-colombia vacation, so i'll be of the interwebs for the coming time.

Cheers!
by Benji
Thu Jul 22, 2010 10:48 am
Forum: Other Game Design
Topic: Meter Growth
Replies: 55
Views: 5700

Re: Meter Growth

Oke. I still have to get my head wrapped around this meter concept a bit more, before I start moddig. So the idea is that all 'normal' growth is handled through automatic increases in the meters. That explains why the lack of 'normal' buildings in the current build right? And, hypothetically, if I d...
by Benji
Wed Jul 21, 2010 10:04 am
Forum: Other Game Design
Topic: Meter Growth
Replies: 55
Views: 5700

Re: Meter Growth

Exactly how a current meter's value changes depending on the associated max or target meter varies from meter to meter. Generally a current meter's value will be relatively stable, but will tend to increase or decrease slowly toward it's associated target meter, or increase slowly towards and never...
by Benji
Wed Jul 21, 2010 9:36 am
Forum: General Discussion
Topic: Scripting
Replies: 5
Views: 1261

Re: Scripting

See the entirety of that page: http://freeorion.org/index.php/Effects Eh... yeah. I actualy looked at that. Must be a complete brainfreeze from my part. Sorry! There could be a table syntax added for these bonuses to Species, though... if it's worth the effect of writing the parsing for it just to ...
by Benji
Tue Jul 20, 2010 9:33 pm
Forum: General Discussion
Topic: Scripting
Replies: 5
Views: 1261

Re: Scripting

The general format of effectsgroup is quite clear. My question is: what can I actually do with it. For instance, looking at other buildings there are things like maxfarming +2, etc. Is there a description of all the conditions and effects that are available? And what is a stacking group? As to your ...
by Benji
Tue Jul 20, 2010 9:42 am
Forum: General Discussion
Topic: Scripting
Replies: 5
Views: 1261

Scripting

Hi everybody, Where can I find a good explanation of how 'effectsgroup' works? Also, looking through some of the files, there must be a way to write things more concise. More 'code-like' maybe. I'll give an example below. And some files would probably be better of in XML format. For instance, the te...
by Benji
Tue Jul 20, 2010 12:22 am
Forum: General Discussion
Topic: new player - modding question
Replies: 44
Views: 5522

Re: new player - modding question

Got it to work using komodo, like you said. But still! sheeesh, that's a lot of work to get this game running. You're right that it isn't a lot of work to keep track. But just the act of keeping track of something at all is more than I would have imagined is necessary when editing .txt files. But I ...
by Benji
Mon Jul 19, 2010 10:57 pm
Forum: General Discussion
Topic: new player - modding question
Replies: 44
Views: 5522

Re: new player - modding question

Ah, I see that my working file has LF as ending, while my non working file has CL LF at the end. Well. Maybe this is a bit presumptuous of me, but could you make the game not care about that kind of thing? Getting it to compile is one thing, but keeping track of this end of line stuff... I don't hav...
by Benji
Mon Jul 19, 2010 8:52 pm
Forum: General Discussion
Topic: new player - modding question
Replies: 44
Views: 5522

Re: new player - modding question

allright... well. How can I fix that? Because I don't see any difference... so what software makes line ending styles visible?
by Benji
Mon Jul 19, 2010 3:54 pm
Forum: Scripting & Balancing
Topic: Proposal for new tech/building set
Replies: 4
Views: 1418

Re: Proposal for new tech/building set

Ah, oke. Well, thats what I have right now. Except suddenly it stopped working! (see thread in general discussion forum).

Thanks anyway :)
by Benji
Mon Jul 19, 2010 11:38 am
Forum: General Discussion
Topic: new player - modding question
Replies: 44
Views: 5522

Re: new player - modding question

sooooo.... on the the next problem. I've been working on this new tech tree. And it works perfectly in windows. Now, using exactly the same tech.txt works fine with my selfcompiled version.. BUT if I use the associated eng_stringtable.txt it goes all foobar, with everything giving an error (as in, e...
by Benji
Mon Jul 19, 2010 1:16 am
Forum: General Discussion
Topic: new player - modding question
Replies: 44
Views: 5522

Re: new player - modding question

Whoo! It works! Thanks a lot!

So last question: why does it say rev. 3571, when I compiled version 3680? Not that I care, just want to make sure I'm actually running the proper version.
by Benji
Mon Jul 19, 2010 12:42 am
Forum: General Discussion
Topic: new player - modding question
Replies: 44
Views: 5522

Re: new player - modding question

Hi,

Can't run in fullscreen. Probably my fault though, not the program. I can't even get it to start using the terminal. I'm hopelessly outclassed here. But at least I found the logs :)