Search found 20 matches

by metallurge
Fri Jun 01, 2012 1:55 am
Forum: Compile
Topic: gigi build error
Replies: 2
Views: 1785

Re: gigi build error

Seems to work here also.

gcc 4.7.0
boost 1.49
ogre 1.8.0
bullet 2.80 rev 2531
kernel 3.4.0
Linux Mint 13 (derivative of Ubuntu Precise Pangolin 12.04 LTS)
by metallurge
Wed Apr 11, 2012 10:25 pm
Forum: Scripting & Balancing
Topic: Making Space Monsters Cooler
Replies: 175
Views: 21602

Re: Making Space Monsters Cooler

[snipped from another thread & expanded, I think this is where this goes...] From a game balance perspective, the problem with the new monsters is that in a small universe, you have some hope of finding and eliminating their nests fairly early (once you realize that the AIs are no longer going t...
by metallurge
Wed Apr 11, 2012 10:03 pm
Forum: Other Game Design
Topic: Removing Food?
Replies: 145
Views: 10255

Re: Removing Food?

Bottom line, by eliminating the food focus, there is one less thing for players to choose among when choosing a strategy. IMHO, that's a bad thing. I don't care about food per se, but I do think that research/mining-industry is frankly too simple. Food is as good as anything else, and is pretty much...
by metallurge
Wed Apr 11, 2012 8:57 pm
Forum: Other Game Design
Topic: Removing Food?
Replies: 145
Views: 10255

Re: Removing Food?

Planets which are blockaded off from my main supply chain (but which are not directly under attack) appear to starve to death. What version are you playing? There is no "main supply chain" for food in the latest SVN. I've been following the post-4776 updates pretty closely. I had been pla...
by metallurge
Tue Apr 10, 2012 7:48 pm
Forum: Other Game Design
Topic: Removing Food?
Replies: 145
Views: 10255

Re: Removing Food?

I am still seeing starvation if planets are isolated/blockaded What do you mean by "seeing starvation"? Planets which are blockaded off from my main supply chain (but which are not directly under attack) appear to starve to death. If I need to, I can try to recreate this situation in a sa...
by metallurge
Tue Apr 10, 2012 5:38 pm
Forum: Other Game Design
Topic: Removing Food?
Replies: 145
Views: 10255

Re: Removing Food?

Just found this thread. I had been imagining that the food elimination was a debugging tool for diagnosing the starvation issues, but from this, I gather it's a feature. Just as an FYI, I am still seeing starvation if planets are isolated/blockaded, even in the recent/current SVNs. IMHO, if this is ...
by metallurge
Sun Feb 19, 2012 10:44 pm
Forum: Support
Topic: Linux: Dragging A Ship From A Fleet To New Fleet Broken?
Replies: 4
Views: 492

Re: Linux: Dragging A Ship From A Fleet To New Fleet Broken?

It appears to be fixed now. Thanks!
by metallurge
Thu Feb 16, 2012 12:09 am
Forum: Support
Topic: Linux: Dragging A Ship From A Fleet To New Fleet Broken?
Replies: 4
Views: 492

Re: Linux: Dragging A Ship From A Fleet To New Fleet Broken?

Sorry, I just deleted that information. It's been within the last couple-three weeks, I'm pretty sure.
by metallurge
Thu Feb 16, 2012 12:03 am
Forum: Compile
Topic: Linux Compile Error in ShipDesign.h v0.4 SVN 4647
Replies: 4
Views: 1565

Re: Linux Compile Error in ShipDesign.h v0.4 SVN 4647

Must be the day for power problems. I'm sitting out in the middle of nowhere in a field working on the original post, and all of a sudden my laptop's power supply (plugged into the 12V in the truck) starts flaking out & the computer just powers off in the middle of composing the bugreport. Hopef...
by metallurge
Wed Feb 15, 2012 11:57 pm
Forum: Support
Topic: Linux: Dragging A Ship From A Fleet To New Fleet Broken?
Replies: 4
Views: 492

Linux: Dragging A Ship From A Fleet To New Fleet Broken?

Latest SVN (4647) Linux x64 Used to be, dragging a ship from within a fleet to the "New Fleet" bar split it off so you could do something different with it that same turn. Now, the newly-split-off ship disappears from the Fleet List until the next turn. That split-off ship is essentially i...
by metallurge
Wed Feb 15, 2012 11:41 pm
Forum: Support
Topic: My Observations - Playtester
Replies: 34
Views: 2471

Re: My Observations - Playtester

The new planetary defense is good, but right now its WAY too strong. I'm not sure how combat is resolved at this point and time, but it seems to me that two outposts with a population of 1 and a defense of 5 should NOT be able to wipe out a fleet of 4 ships with 40 HP and 40 shields. There have bee...
by metallurge
Wed Feb 15, 2012 11:35 pm
Forum: Compile
Topic: Linux Compile Error in ShipDesign.h v0.4 SVN 4647
Replies: 4
Views: 1565

Re: Linux Compile Error in ShipDesign.h v0.4 SVN 4647

Thanks! It compiles without errors now.
by metallurge
Wed Feb 15, 2012 10:24 pm
Forum: Compile
Topic: Linux Compile Error in ShipDesign.h v0.4 SVN 4647
Replies: 4
Views: 1565

Linux Compile Error in ShipDesign.h v0.4 SVN 4647

freeorion SVN 4647 (and other SVNs in the last few days) GiGi SVN 1074 amd x86_64 gcc 4.6.1 libboost 1.47.0 (compiled from source) ogre 1.7.3 (compiled from source) bullet 2.79 (compiled from source) eric-CQ50-LM12 FreeOrion # make clean eric-CQ50-LM12 FreeOrion # make [ 0%] Building CXX object CMak...
by metallurge
Fri Jan 20, 2012 8:21 pm
Forum: Support
Topic: Random famine, unavailable techs/buildings
Replies: 22
Views: 5256

Re: Random famine, unavailable techs/buildings

I discovered recently that after a planet gets gaia transformed, famine will strike it for a couple of turns. This tends to happen with terraformed planets as well. I think it might have something to do with the population growth I can confirm this behavior under Linux SVNs up to & including 45...
by metallurge
Fri Jan 20, 2012 8:02 pm
Forum: Other Game Design
Topic: Ground Combat
Replies: 5
Views: 692

Re: Ground Combat

Currently (SVN 4592) when I look at enemy planets I cannot see the number of ground troops. Is the troop meter not showing for you? As long as you have sufficient detection, you should be able to see that meter on enemy planets, which tells you how many you need (more than) to invade. Maybe this is...