Search found 4717 matches

by Dilvish
Wed Jan 02, 2019 8:47 pm
Forum: Support
Topic: error #10054
Replies: 26
Views: 1146

Re: error #10054

Could you try running the most recent pre-built FreeOrion installation? If that has the same problem then we've ruled out this potential boost issue or any other quirks related to your build environment.
by Dilvish
Wed Jan 02, 2019 8:43 pm
Forum: Other Game Design
Topic: Make blockade work for one turn only
Replies: 9
Views: 415

Re: Make blockade work for one turn only

That made me think: if (part of) a fleet arriving to a blockaded system survives the initial battle (during which it has been moving around the system), why can't it jump towards a system different from the one it came from? It's been under enemy fire, right, but how could that prevent from jumping...
by Dilvish
Wed Jan 02, 2019 8:32 pm
Forum: Other Game Design
Topic: Prevent disclosure information via empire statistic
Replies: 4
Views: 365

Re: Prevent disclosure information via empire statistic

Why not make it simple? You only see statistics on empires you have actually discovered. When espionage gets added, this becomes a requirement too to see the statistics. That would be a fine tweak to the current arrangement, but I don't think it would really do much to address o0leg's main concerns...
by Dilvish
Sun Dec 30, 2018 11:46 pm
Forum: Other Game Design
Topic: SitRep for enemy sensor tech advances?
Replies: 9
Views: 419

Re: SitRep for enemy sensor tech advances?

I think there is enough support for at least a version of this, but with current scripting it is seeming tricky to me to avoid spamming the message unless you have seen the enemy capital and can use that as an anchor to limit the sitrep to one per empire. The key comparison would be something like (...
by Dilvish
Thu Dec 27, 2018 3:58 pm
Forum: Play-Testing Feedback
Topic: Upgraded Weapons
Replies: 2
Views: 253

Re: Upgraded Weapons

The description doesn't change either to represent the new number of damage. I would like to suggest this process is made more obvious. Put a v2 on the image and update the specs, or have a separate weapon v2 item that replaces the old version completely. Having a separate v2 item (and v3 and v4) i...
by Dilvish
Tue Dec 25, 2018 8:05 pm
Forum: Programming
Topic: The Git/GitHub Questions, Answers and Howto Thread
Replies: 190
Views: 18224

Re: The Git/GitHub Questions, Answers and Howto Thread

Cjkjvfnby wrote:
Mon Dec 24, 2018 8:53 pm
This might help to solve problems with contributors, who cannot assign PR to anyone.
Yes, it does sound helpful. If you have time to make an initial CODEOWNERS file that makes you the owner of the ru.rxt stringtable, that sounds good.
by Dilvish
Mon Dec 24, 2018 8:41 am
Forum: Play-Testing Feedback
Topic: Feedback on AI (latest test build)
Replies: 2
Views: 220

Re: Feedback on AI (latest test build)

There were some trooper changes that went in about a week ago that should at least partly help the trooper situation, but probably won't entirely clear it up. And just yesterday I put in a PR that, among other things, should somewhat help reduce the doomstack buildup, but again it won't entirely sol...
by Dilvish
Wed Dec 19, 2018 4:38 pm
Forum: Support
Topic: error #10054
Replies: 26
Views: 1146

Re: error #10054

Opening multiplayer setup, then typing "freeorionca.exe hello 1" in a console does, after a short pause, nothing apparent. If you do that (launch the AI) during the galaxy setup phase of hosting a multiplayer game, then the AI should automatically get added to the list of players in the game (so if...
by Dilvish
Tue Dec 18, 2018 9:16 pm
Forum: Support
Topic: error #10054
Replies: 26
Views: 1146

Re: error #10054

Not sure how to do that, starting freeorionCA.exe from a terminal gives me an error message telling me "The AI client should not be executed directly!". You have to give it at least two arguments to avoide that message -- the first is a string for its player name, can be anything, and the second is...
by Dilvish
Tue Dec 18, 2018 5:09 pm
Forum: Other Game Design
Topic: Put scrapped ships in Stockpile?
Replies: 11
Views: 580

Re: Put scrapped ships in Stockpile?

Would moving all scrapping of ships into FOCS be an option? So that at a certain priority the default scrapping happens, and there could be effects beforehand. Then ships marked for scrapping would still exist during the combat phase. It *could* be done, I suppose, but it seems like a rather big ga...
by Dilvish
Tue Dec 18, 2018 5:05 pm
Forum: Support
Topic: error #10054
Replies: 26
Views: 1146

Re: error #10054

I am able to sort of replicate this error, or something like it, by starting the 'host a multiplayer game' process, then launching an AI from a terminal. My original motivation was just to verify my recollection of the process, so that perhaps theSilentOne could do that and see if he got more error ...
by Dilvish
Mon Dec 17, 2018 6:41 pm
Forum: Other Game Design
Topic: Put scrapped ships in Stockpile?
Replies: 11
Views: 580

Re: Put scrapped ships in Stockpile?

Making the percentage of salvaged PPs dependant on techs might be a good idea, but maybe that could clash a bit with the game rule idea. I mean, to make it right it would require one game rule for each possible percentage depending on techs. I would instead suggest that the game rule be simply bool...
by Dilvish
Mon Dec 17, 2018 6:36 pm
Forum: Other Game Design
Topic: Make Stargates zero-speed ships (not buildings)
Replies: 16
Views: 712

Re: Make Stargates zero-speed ships (not buildings)

For reference if we wind up pursuing this stargate-as-wormhole idea -- some older discussion re implementation for wormholes.
by Dilvish
Mon Dec 17, 2018 6:29 pm
Forum: Support
Topic: error #10054
Replies: 26
Views: 1146

Re: error #10054

My guess is that it could be some firewall issue with my system, although I have put freeorionD.exe on the firewall's whitelist and also disabled the firewall to no avail. If you are putting entries into your whitelist via text entry rather than selecting from a list of applications, I am pretty su...
by Dilvish
Mon Dec 17, 2018 7:33 am
Forum: Other Game Design
Topic: Put scrapped ships in Stockpile?
Replies: 11
Views: 580

Re: Put scrapped ships in Stockpile?

The general idea of getting PP back from scrapping ships has been considered before and rejected, but I don't recall the exact reasoning for the decision at the time & it was before we had the Imp. Stockpile, so a new discussion is probably not unreasonable (but anyone wanting to advocate for it sho...