Search found 1728 matches

by Ophiuchus
Tue Oct 27, 2020 6:37 pm
Forum: Programming
Topic: Case insensitive ValueRefs
Replies: 1
Views: 17

Case insensitive ValueRefs

Problem: Properties of universe objects in FOCS are case sensitive for evaluation, but are case insensitive in parsing. In case of a casing mismatch, a default value is used which leads to wrong results. Such an error is easy to miss as everything seems to be ok, just calculations are off. Example: ...
by Ophiuchus
Mon Oct 26, 2020 10:08 am
Forum: Other Game Design
Topic: RFC: A single source for default values (FOCS, python, stringtables, backend)
Replies: 48
Views: 3788

Re: RFC: A single source for default values (FOCS, python, stringtables, backend)

Feedback on the UI, Ophiuchus (at last!). Thanks, appreciated. I went for the following in PR-3206 - When not hovering, you see (e.g.) "0.5000". - When hovering: "0.5000 (per planet size: 2.5 * 0.2000)". Also I ignore missing stringtable entries the same way as empty ones now: - When hovering: "0.5...
by Ophiuchus
Sat Oct 24, 2020 6:08 pm
Forum: General Discussion
Topic: Up-to-date Test Snap
Replies: 84
Views: 23660

Re: Up-to-date Test Snap

Stable 0.4.10.1 build is available on channel 0.4.10/stable; the 0.4.10 channel is also the current default channel (v0.4.10.1 rev=128 amd64 rev=129 i386). Weekly test build based on master released : freeorion_2020-10-21.1a20542 rev=134 channel=beta (amd64) freeorion_2020-10-21.1a20542 rev=135 chan...
by Ophiuchus
Sat Oct 24, 2020 3:30 pm
Forum: Play-Testing Feedback
Topic: git-HEAD default aggression make the game tedious for humans-players
Replies: 19
Views: 254

Re: git-HEAD default aggression make the game tedious for humans-players

I think we are kind of back at the "Aggressive Ships Combat Visible" rule discussion. This "one ship" is giving me troubles - it is the same mechanism for triggering combat with aggressive hidden ships (for optimisation you need to bring along an extra ship to sacrifice in order to initiate combat)...
by Ophiuchus
Fri Oct 23, 2020 2:16 pm
Forum: Other Game Design
Topic: Organic hull evolution/mutation
Replies: 17
Views: 142

Re: Organic hull evolution/mutation

Krikkitone wrote: Fri Oct 23, 2020 2:06 pm I like the idea of
Fully grown Hull -> Bigger hull with extra slots filled with biological "parts" (whether or not you had those parts originally)
Does not work the way freeorion works / much backend work involved for the gain.

Oberlus suggestions are possible without backend changes.
by Ophiuchus
Fri Oct 23, 2020 2:12 pm
Forum: Other Game Design
Topic: Rework pop. bonuses for Tall vs Wide and Terraforming
Replies: 28
Views: 538

Re: Rework pop. bonuses for Tall vs Wide and Terraforming

I fully support the addition of some Population-boosting Specials each applying to specific Metabolisms I never suggested such a thing. And I probably oppose this. Indeed ? I suggested addition of population-mini-boosting specials applying to all species (although one might exclude self-sustainable...
by Ophiuchus
Fri Oct 23, 2020 2:06 pm
Forum: Other Game Design
Topic: Organic hull evolution/mutation
Replies: 17
Views: 142

Re: Organic hull evolution/mutation

The evolved version will have the same slots and mounted ship parts, but with improved hull base stats (usually, starting max structure will be bigger than grown-up structure of the original hull). Getting an stealth and structure upgrade to your old grown-up symbiotic bombers would be great. Meter...
by Ophiuchus
Fri Oct 23, 2020 1:58 pm
Forum: Scripting & Balancing
Topic: Hangar-bay-less launch bay with fighters on it?
Replies: 4
Views: 50

Re: Hangar-bay-less launch bay with fighters on it?

Oberlus wrote: Fri Oct 23, 2020 1:25 pm is this doable?
not without backend changes. to launch fighters you need a hangar and a bay. if you have at least one of each you can tweak the values by effects. see the missile discussion
by Ophiuchus
Fri Oct 23, 2020 1:55 pm
Forum: Play-Testing Feedback
Topic: Some bugs and other issues (4.10+ 2020-08-17.2240ab3)
Replies: 19
Views: 873

Re: Some bugs and other issues (4.10+ 2020-08-17.2240ab3)

For the Monster Nest macro, where you suggest adding the EffectGroup, the Source.ID would be the ship because the ship is in the scope ? Sorry, I meant Target.ID (targets are what gets selected in the scope). The Source is the planet for a planet special. I did not test that code - there might be m...
by Ophiuchus
Thu Oct 22, 2020 8:46 pm
Forum: General Discussion
Topic: Up-to-date Test Snap
Replies: 84
Views: 23660

Re: Up-to-date Test Snap

Stable 0.4.10.1 build is available on channel 0.4.10/stable; the 0.4.10 channel is also the current default channel (v0.4.10.1 rev=128 amd64 rev=129 i386). Weekly test build based on master released last week: freeorion_2020-10-06.38f68b2 rev=132 channel=beta (amd64) freeorion_2020-10-06.38f68b2 rev...
by Ophiuchus
Thu Oct 22, 2020 8:13 pm
Forum: Scripting & Balancing
Topic: Naming convention for Named values
Replies: 5
Views: 45

Re: Naming convention for Named values

If we are very strict and have a structure/pattern for naming, (not very likely) we can use that in python scripting. E.g. something similar to research_pop_multipliers = {k:v for (k,v) in named_values.items() if v.ends_with "RESEARCH_PERPOP"} In that case I bet the best is to include all the relev...
by Ophiuchus
Thu Oct 22, 2020 11:44 am
Forum: Other Game Design
Topic: Rework pop. bonuses for Tall vs Wide and Terraforming
Replies: 28
Views: 538

Re: Rework pop. bonuses for Tall vs Wide and Terraforming

he fact that Specials (as a whole) are less special if there are too many of them seems also some basic mathematical truth to me. This is utter nonsense. Having +1 pop bonus on many planets does not make having rare ancient ruins (which can make you win the game) less special. I fully support the a...
by Ophiuchus
Thu Oct 22, 2020 11:40 am
Forum: Other Game Design
Topic: Research Upkeep
Replies: 25
Views: 385

Re: Research Upkeep

exponential: 100, 101, 102.01, 103.0301... x_t = 100 * (1+0.01)^t This i meant. This has a constant part and an exponential part. As have we (once-per empire bonus like on the homeworld is responsible for non-exponential part). Also it grows almost linear for a while. (100 + 1*t) = 100, 101, 102, ....
by Ophiuchus
Wed Oct 21, 2020 9:25 pm
Forum: Scripting & Balancing
Topic: Naming convention for Named values
Replies: 5
Views: 45

Re: Naming convention for Named values

Or, we let this kind of labels be named however the contributor introducing it feels like, longer or shorter, more informative or less, judging by the circumstances. Or we choose minimalism in naming and ask for the shortest possible label that includes the source name. Thoughts? The named values a...
by Ophiuchus
Wed Oct 21, 2020 9:00 pm
Forum: Other Game Design
Topic: Research Upkeep
Replies: 25
Views: 385

Re: Research Upkeep

Krikkitone wrote: Sat Oct 17, 2020 3:04 pm Because we will always have exponential growth in a 4x game.. so the costs should assume that.
Yes, but if you have something like 100, 101, 101.01, ... that is exponential growth. And if you have 2,4,8,16.. that is also exponential growth. These curves are slighty different.