Oh yeah, the fleet-dragging bug again
Try dragging ~4 fleets from low down in the fleet window to the "New fleet" button, I think that worked once for me to reproduce it?
Search found 93 matches
- Mon Mar 18, 2013 4:02 pm
- Forum: Support
- Topic: Crash [5872]
- Replies: 8
- Views: 885
- Fri Mar 15, 2013 4:53 pm
- Forum: Other Game Design
- Topic: Tech Tree UI
- Replies: 20
- Views: 1915
Re: Tech Tree UI
Why was the tech navigator removed? I though it was very useful for jumping to the techs a tech unlocks that are in another category when you are looking at just the category the tech itself is in (though it was admittedly sometimes buggy).
- Fri Mar 15, 2013 4:45 pm
- Forum: Play-Testing Feedback
- Topic: Feedback on 5853
- Replies: 28
- Views: 2878
Re: Feedback on 5853
How about a late-game Artificial Neutron Star tech, on the analogy of Artificial Black Holes? The ANS could only be built at a blue star, and activating it might produce an effect similar to a nova bomb, to provide a large drawback. Of course, some way to preserve one planet in the system would be n...
- Thu Mar 14, 2013 5:11 pm
- Forum: Programming
- Topic: detection range circle artifacts fixed
- Replies: 5
- Views: 1219
Re: detection range circle artifacts fixed
This, apparently?eleazar wrote:Link?Dilvish wrote: I didn't get much response on my posting about it many weeks back now...
- Thu Mar 14, 2013 5:08 pm
- Forum: Other Game Design
- Topic: IDEA: research/industry priority
- Replies: 6
- Views: 1095
Re: IDEA: research/industry priority
Well, if the projects/techs are balanced, it seems the turns would be just the right length and making the ability to finish them faster might be a bad idea, since the whole point is to slow people down even for very high producers. doubling the cost of a technology to produce it in half the time w...
- Thu Mar 14, 2013 4:44 pm
- Forum: Other Game Design
- Topic: IDEA: research/industry priority
- Replies: 6
- Views: 1095
Re: IDEA: research/industry priority
Well, if the projects/techs are balanced, it seems the turns would be just the right length and making the ability to finish them faster might be a bad idea, since the whole point is to slow people down even for very high producers.
- Wed Mar 13, 2013 8:05 pm
- Forum: Other Game Design
- Topic: Fuel-- do we need it?
- Replies: 30
- Views: 2850
Re: Fuel-- do we need it?
I'm wondering if i can do a decent prototype with scripting. a) I know i can remove the need for fuel. b) not sure if i can reduce speed based on being supply connected. There's a starlaneConnected condition, and a SetStarlaneSpeed Effect, aren't there? You could check in each hull's effects (using...
- Wed Mar 13, 2013 1:12 pm
- Forum: Play-Testing Feedback
- Topic: Feedback on 5853
- Replies: 28
- Views: 2878
Re: Feedback on 5853
One minor bug which i've forgot to mention in the previous versions: you do not need to place an outpost on an asteroid to get the production bonus from Microgravity Industry . It is sufficient to have an outpost ship idling in the system. I havent checked if this applies to exobot colony ships as ...
- Wed Mar 13, 2013 1:02 pm
- Forum: Play-Testing Feedback
- Topic: ground troops
- Replies: 17
- Views: 2289
Re: ground troops
Strange, I always use the static multicellular hull for troop ships after I research it for the rest of the game. I had thought that it was cheaper than the organic hull, maybe I had been wrong. It does have 5 slots instead of 4, so you can give it ten troops rather than 8.
- Mon Mar 11, 2013 5:02 pm
- Forum: Play-Testing Feedback
- Topic: ground troops
- Replies: 17
- Views: 2289
Re: ground troops
anyways those 2 questions relate to the battle dynamics of the original MOO the first question was how many times does a single ship weapon fire during a single round of combat in this game [freeorion] There is an ROF stat for weapons in the script files. I remember that combat mechanics were revis...
- Thu Mar 07, 2013 5:45 pm
- Forum: Play-Testing Feedback
- Topic: Disappearing ships in 0.4.2 around turn 300
- Replies: 7
- Views: 1358
Re: Disappearing ships in 0.4.2 around turn 300
Dilvish added a sitrep for the previous owner, so you will get notified if this happens in the future (if you use an svn build).
- Thu Mar 07, 2013 5:43 pm
- Forum: General Discussion
- Topic: Quick play guide
- Replies: 54
- Views: 57981
Re: Quick play guide
Isn't the fact that some buildings can't be built if the infrastructure is too low (and reduce the infrastructure) also important?
- Mon Mar 04, 2013 2:24 pm
- Forum: Play-Testing Feedback
- Topic: Notes on v0.4.2
- Replies: 60
- Views: 5535
Re: Notes on v0.4.2
Rev 5807: I just conquered this system and don't understand why/how AI had ~50PP higher industry output. I'm teched all the way up and my Solar Orbital Generator is within a blue star. Does AI get a production bonus on aggressive? I'm probably just missing something obvious, someone help me out ple...
- Fri Mar 01, 2013 7:05 pm
- Forum: Scripting & Balancing
- Topic: Help with EffectsGroups
- Replies: 114
- Views: 7910
Re: Help with EffectsGroups
What does "Planet Population low = <number> high = <number>" mean? The Effects article section on meter value conditions describes this accurately: ...LOW specifies the lowest allowed value of the meter, and HIGH specifies the highest allowed value. Either of the LOW and HIGH parameters m...
- Fri Mar 01, 2013 6:34 pm
- Forum: Scripting & Balancing
- Topic: Help with EffectsGroups
- Replies: 114
- Views: 7910
Re: Help with EffectsGroups
I was trying to script some stuff involving outposts, and was trying to figure out the "standard" way to determine outpost status (there isn't one, to wit: some use TargetPopulation, some Population, some use low = 1 (which seems like a bad idea) and some use NOT <condition> high = 0) and ...