Search found 88 matches

by wheals
Thu Jan 25, 2018 4:58 am
Forum: Other Game Design
Topic: Differentiating metabolisms (or species?) with new traits
Replies: 11
Views: 3694

Re: Differentiating metabolisms (or species?) with new trait

Just want to point out that robotic isn't quite identical to the other two; it lets you use Robotic Interface Shields, unlike Organic and Lithic. The natural extension of that concept to me would be to tie in Organic species to the Solar Concentrator, and do something similar with Lithic and the ast...
by wheals
Sun Nov 12, 2017 1:01 am
Forum: Play-Testing Feedback
Topic: Some UI tweak suggestions
Replies: 12
Views: 2517

Re: Some UI tweak suggestions

I agree with Jaumito that LIFO order is the correct way to proceed. Then each player can determine from their own play style what is the last window closed. I think that Esc should only close/escape from windows. The "General menu" keyboard shortcut opens the save/load/quit window and it ...
by wheals
Thu Nov 09, 2017 4:15 pm
Forum: Play-Testing Feedback
Topic: Some UI tweak suggestions
Replies: 12
Views: 2517

Some UI tweak suggestions

First off, this has been the first time I've played a game for the long haul in a couple years, and I'm blown away by the performance improvements later on, and I love the new additions, like Fighters and automatic weapon upgrades and the new outposts :D The AI seems to be better these days too, tho...
by wheals
Thu Sep 22, 2016 1:35 pm
Forum: FreeOrion Project
Topic: is there a todo list regarding graphics
Replies: 21
Views: 14202

Re: is there a todo list regarding graphics

Looks like the white logos aren't quite centered in all of the images, which I think would be even more obvious when switching between them with the dropdown.
by wheals
Mon Apr 18, 2016 2:51 pm
Forum: Graphics
Topic: Sidepanel stars
Replies: 35
Views: 23773

Re: Sidepanel stars

Seconding Ouaz in that I like the one on the bottom of the previous page the most. I think the animation speed is just right. Personally I don't care about how realistic it looks either, but I find the animated core to be too distracting. Since there aren't distinct moving shapes in the corona, ther...
by wheals
Wed Mar 09, 2016 6:30 pm
Forum: Support
Topic: Question re: Industrial Centers
Replies: 15
Views: 3358

Re: Question re: Industrial Centers

Geoff the Medio wrote:"Tech Tree Layout Preparing Tech Data" takes 3.4 seconds
I wonder if this got worse because of the EffectsGroup analysis used for the new unlock icons. Though that data should be easy to cache if so.
by wheals
Wed Mar 02, 2016 9:18 pm
Forum: Graphics
Topic: 0.4 UI thread
Replies: 88
Views: 68786

Re: 0.4 UI thread

The main reason for those being implemented elsewhere was because of processing order, right? So now that there's a priority system, they could probably be re-implemented as EffectsGroups on the techs themselves sometime.
by wheals
Sun Dec 20, 2015 5:50 am
Forum: Scripting & Balancing
Topic: Field upgrades, especially for weapons
Replies: 29
Views: 6671

Re: Field upgrades, especially for weapons

Cool to see that my idea for this has been implemented. Thanks Geoff! :mrgreen:
by wheals
Thu Sep 17, 2015 6:10 pm
Forum: Play-Testing Feedback
Topic: SitRep states destruction of own ship by own mines
Replies: 20
Views: 2545

Re: SitRep states destruction of own ship by own mines

Effects that reduce damage won't ever actually destroy an object by themselves, and the extra effect that does destroy the ships didn't have the extra language to apply to unowned monsters. I think I've fixed this all now for the Fortress mines, but taking a glance at the various Mines techs it loo...
by wheals
Sun Aug 30, 2015 10:12 pm
Forum: Play-Testing Feedback
Topic: Feedback for FreeOrion_v0.4.5-RC1_2015-08-24
Replies: 13
Views: 2045

Re: Feedback for FreeOrion_v0.4.5-RC1_2015-08-24

Apparently, race consideration is in or there's a bug. My starting default race (humans) cannot build some of the ships on human populated planets despite the facilities and technologies - exobot colonies are required. I mean, even in the description of, for example, titanic hull - one of the prere...
by wheals
Fri Aug 28, 2015 12:46 pm
Forum: Other Game Design
Topic: Fleet "Guard" tag
Replies: 2
Views: 1799

Re: Fleet "Guard" tag

Alternatively it could be an alternative to Aggressive/Passive, usually using the same rules as the former.
by wheals
Sun Aug 23, 2015 7:16 pm
Forum: Scripting & Balancing
Topic: The Starlane Nexus
Replies: 19
Views: 4727

Re: The Starlane Nexus

I think a distance limit in the script sounds like a very reasonable solution here, especially with the handy new mapscale circle feature (I keep meaning to make a patch to let that be enabled/disabled from the right-click menu...)
by wheals
Mon Aug 10, 2015 7:33 am
Forum: Play-Testing Feedback
Topic: Lag
Replies: 6
Views: 1565

Re: Lag

Strangely, I have better performance, though I'd have thought it would be worse: Using commit 78891039fd (with a few minor changes of my own, I removed a lot of the old code for empires losing/winning that never got called, and added sitreps for empires losing and winning), turn 348, on a 250 3-arm ...
by wheals
Sat Aug 08, 2015 6:28 pm
Forum: Support
Topic: config.xml resetting?
Replies: 3
Views: 1682

Re: config.xml resetting?

Thanks for the help, I'll use persistent_config.xml!
by wheals
Fri Aug 07, 2015 11:49 am
Forum: Support
Topic: config.xml resetting?
Replies: 3
Views: 1682

config.xml resetting?

I'm not sure what exactly triggers it, but when I switch branches/make commits, my config.xml resets (or at least, the screen resolution option does). Is this intentional? Is there anything I can do to keep options around?