Search found 3524 matches

by Ophiuchus
Fri Jun 21, 2024 9:36 am
Forum: Programming
Topic: Implementing pre-movement effects(?)
Replies: 12
Views: 1776

Re: Implementing pre-movement effects(?)

i think you had opened a thread/started work? could you link please? Oh, nopes, I never got to it. The closes I have is from two years before that: https://www.freeorion.org/forum/viewtopic.php?t=11803 I meant a we need a collection of actual game content which are candidates for earlier effects an...
by Ophiuchus
Fri Jun 21, 2024 9:34 am
Forum: Other Game Design
Topic: early turn effect application candidates (e.g. pre-movement)
Replies: 1
Views: 61

early turn effect application candidates (e.g. pre-movement)

thread for finding candidates for effects which should happen earlier in turn processing. And design how hose could work/should be shown in UI. some findings: before-movement or before-combat offensive flanking, charging(?), before-combat defensive flanking, stealth flux ships in-flight stealth ship...
by Ophiuchus
Fri Jun 21, 2024 9:00 am
Forum: Play-Testing Feedback
Topic: Turn events
Replies: 11
Views: 1443

Re: Turn events

yes, the values you see in the UI are the ones which will be used in combat This is the general design principle... The values shown in the GUI should represent what will happen in the next sever turn processing cycle, for combat, production, research, etc. If things were updated after eg. movement...
by Ophiuchus
Fri Jun 21, 2024 8:16 am
Forum: Programming
Topic: Implementing pre-movement effects(?)
Replies: 12
Views: 1776

Re: Implementing pre-movement effects(?)

probably we should start by a watered down UI design principle; (usually and in most cases) UI shows the correct numbers which will be used in turn processing (e.g. movement, blockade, combat, effect processing...) for specific cases, expected values are shown and care should be taken to emphasize t...
by Ophiuchus
Fri Jun 21, 2024 7:41 am
Forum: Play-Testing Feedback
Topic: Stealth sucks
Replies: 15
Views: 245

Re: Stealth sucks

This being such an important conversation, it probably deserves its own thread... i suggest, just start one, use the search functionality to find relevant old threads and posts and quote and link them. here, one post which should probably should be included/be part of such discussion: Turn events (...
by Ophiuchus
Thu Jun 20, 2024 7:32 pm
Forum: Play-Testing Feedback
Topic: Stealth sucks
Replies: 15
Views: 245

Re: Stealth sucks

hah, i wish is it a problem with backend that can't be fixed because of lack of programming skills (that I myself don't have) or because of BDFL's prohibition? i think the BDFL does not have a strong feelings on this topic the original design for effects seems that those have to be ~idempotent, so ...
by Ophiuchus
Thu Jun 20, 2024 6:36 pm
Forum: Play-Testing Feedback
Topic: Stealth sucks
Replies: 15
Views: 245

Re: Stealth sucks

Oberlus wrote: Thu Jun 20, 2024 4:57 pm I wonder...
hah, i wish
by Ophiuchus
Thu Jun 20, 2024 1:22 pm
Forum: Play-Testing Feedback
Topic: Stealth sucks
Replies: 15
Views: 245

Re: Stealth sucks

I thought that you were working on this +1 problem yes, in the sense that i am not actively working on it. i have an idea how this could work. not keen on breaking everything for 0.5.1 though. anyway there will be still +1 turn effects. just possibilities to move the effect evaluation where it fits...
by Ophiuchus
Thu Jun 20, 2024 1:17 pm
Forum: General Discussion
Topic: Twenty-seventh game on the multiplayer slow game server
Replies: 197
Views: 9787

Re: Twenty-seventh game on the multiplayer slow game server

is there a way to kill-file this thread? OMG, you sound like an old usenet reader. That was what we called it on that system back in the ancient past. Yes, back on earth :mrgreen: Seem to recall Ophichus might have mentioned that planet is always giving supply to the system it is in, but I am not c...
by Ophiuchus
Thu Jun 20, 2024 7:57 am
Forum: Play-Testing Feedback
Topic: Stealth sucks
Replies: 15
Views: 245

Re: Stealth sucks

Pondering on this some more I guess the best way to deal with stealth is to look at it having 3 stages, not 2 as one would expect. 1. your stealth is well below the enemy det. 2. your stealth is above enemy det. by a massive margin (anyone know how much you need to be safe from ALL the variables?) ...
by Ophiuchus
Mon Jun 17, 2024 9:04 am
Forum: General Discussion
Topic: Twenty-seventh game on the multiplayer slow game server
Replies: 197
Views: 9787

Re: Twenty-seventh game on the multiplayer slow game server

is there a way to kill-file this thread?
by Ophiuchus
Thu Jun 13, 2024 8:39 pm
Forum: General Discussion
Topic: Twenty-seventh game on the multiplayer slow game server
Replies: 197
Views: 9787

Re: Twenty-seventh game on the multiplayer slow game server

Then again, should that combat info even spoil there is something out there that you can't see and never seen cause it didn't decloak to fight? in my opinion the owner should get that message. maybe enemies which are able to see it later should get that info. or just at the point in combat where th...
by Ophiuchus
Thu Jun 13, 2024 7:50 pm
Forum: General Discussion
Topic: Twenty-seventh game on the multiplayer slow game server
Replies: 197
Views: 9787

Re: Twenty-seventh game on the multiplayer slow game server

still sounds passive hide should not fight. Code sais for an armed ship ObjectCanAttack : return !fleet || fleet->Aggression() > FleetAggression::FLEET_PASSIVE Do you want to know something funny? CombatInfo doesn't hold fleet information so at that point all objects can attack, because you can't r...
by Ophiuchus
Thu Jun 13, 2024 4:59 pm
Forum: General Discussion
Topic: Twenty-seventh game on the multiplayer slow game server
Replies: 197
Views: 9787

Re: Twenty-seventh game on the multiplayer slow game server

stay stealthy in passive mode that claims they do not shoot in battle but no, it actually means they do not initiate battle but if third parties dish it out at the location, they are happy to join in despite the orders/stance. What you describe sounds like Defensive Hide. Passive stance should not ...
by Ophiuchus
Thu Jun 13, 2024 4:17 pm
Forum: Scripting & Balancing
Topic: Ancient guardians
Replies: 14
Views: 297

Re: Ancient guardians

Note that AG grow troops even under combat as I explained some time ago, and that should be fixed first. there is nothing special about AG concerning troop meter (search for SetTroops). save game or didnt happen :mrgreen: i guess ancient guardians should have a different formula for species growth;...