Search found 93 matches

by qsswin
Mon Mar 18, 2013 4:02 pm
Forum: Support
Topic: Crash [5872]
Replies: 8
Views: 880

Re: Crash [5872]

Oh yeah, the fleet-dragging bug again :lol:
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?
by qsswin
Fri Mar 15, 2013 4:53 pm
Forum: Other Game Design
Topic: Tech Tree UI
Replies: 20
Views: 1910

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).
by qsswin
Fri Mar 15, 2013 4:45 pm
Forum: Play-Testing Feedback
Topic: Feedback on 5853
Replies: 28
Views: 2868

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...
by qsswin
Thu Mar 14, 2013 5:11 pm
Forum: Programming
Topic: detection range circle artifacts fixed
Replies: 5
Views: 1216

Re: detection range circle artifacts fixed

eleazar wrote:
Dilvish wrote: I didn't get much response on my posting about it many weeks back now...
Link?
This, apparently?
by qsswin
Thu Mar 14, 2013 5:08 pm
Forum: Other Game Design
Topic: IDEA: research/industry priority
Replies: 6
Views: 1091

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...
by qsswin
Thu Mar 14, 2013 4:44 pm
Forum: Other Game Design
Topic: IDEA: research/industry priority
Replies: 6
Views: 1091

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.
by qsswin
Wed Mar 13, 2013 8:05 pm
Forum: Other Game Design
Topic: Fuel-- do we need it?
Replies: 30
Views: 2837

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...
by qsswin
Wed Mar 13, 2013 1:12 pm
Forum: Play-Testing Feedback
Topic: Feedback on 5853
Replies: 28
Views: 2868

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 ...
by qsswin
Wed Mar 13, 2013 1:02 pm
Forum: Play-Testing Feedback
Topic: ground troops
Replies: 17
Views: 2282

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.
by qsswin
Mon Mar 11, 2013 5:02 pm
Forum: Play-Testing Feedback
Topic: ground troops
Replies: 17
Views: 2282

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...
by qsswin
Thu Mar 07, 2013 5:45 pm
Forum: Play-Testing Feedback
Topic: Disappearing ships in 0.4.2 around turn 300
Replies: 7
Views: 1354

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).
by qsswin
Thu Mar 07, 2013 5:43 pm
Forum: General Discussion
Topic: Quick play guide
Replies: 54
Views: 57329

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?
by qsswin
Mon Mar 04, 2013 2:24 pm
Forum: Play-Testing Feedback
Topic: Notes on v0.4.2
Replies: 60
Views: 5529

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...
by qsswin
Fri Mar 01, 2013 7:05 pm
Forum: Scripting & Balancing
Topic: Help with EffectsGroups
Replies: 114
Views: 7886

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...
by qsswin
Fri Mar 01, 2013 6:34 pm
Forum: Scripting & Balancing
Topic: Help with EffectsGroups
Replies: 114
Views: 7886

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 ...