Search found 29 matches
- Sun Jul 09, 2017 5:51 pm
- Forum: Compile
- Topic: CMake doesn’t seem to find some Boost libraries
- Replies: 6
- Views: 8354
Re: CMake doesn’t seem to find some Boost libraries
Also, I seem to recall that last time I built boost for FO, which was a fair while back, that I had to go out of my way to get it to build the particular types of libraries that FO needed (I think I needed to specify -mt for multi threaded libraries). That's not seeming like a super likely candidat...
- Sun Jul 09, 2017 3:47 pm
- Forum: Compile
- Topic: CMake doesn’t seem to find some Boost libraries
- Replies: 6
- Views: 8354
Re: CMake doesn’t seem to find some Boost libraries
Imported targets not available for Boost version 106400 Sounds like FindBoost.cmake is not updated for 1.64 You might try also setting Boost_ADDITIONAL_VERSION to 1.64.0, personally I just update the script ( source ), but might not be suitable resolution for everyone. (Some previous related discus...
- Sun Jul 09, 2017 12:19 pm
- Forum: Compile
- Topic: CMake doesn’t seem to find some Boost libraries
- Replies: 6
- Views: 8354
Re: CMake doesn’t seem to find some Boost libraries
1. Recompile the boost libraries with gcc 5.4. One of the changes in gcc 5.0 was a major ABI change to support C++11. FreeOrion compiled with gcc 5.4 may link with boost libraries compiled with 4.9.2, but it will crash. Aha! Not sure if that’s behind this problem, but it sounds necessary, anyway. 2...
- Sun Jul 09, 2017 9:43 am
- Forum: Compile
- Topic: CMake doesn’t seem to find some Boost libraries
- Replies: 6
- Views: 8354
CMake doesn’t seem to find some Boost libraries
Before trying to build FreeOrion from the repository, I built gcc 5.4; seemed to work correctly. Then I built Boost 1.64; that seemed to work correctly too. (I built it with gcc 4.9.2, not 5.4, if that matters.) So then I tried building FreeOrion, and got weird errors. It seems like it’s not finding...
- Mon Jun 26, 2017 10:02 pm
- Forum: Other Game Design
- Topic: Monster lifecycle
- Replies: 9
- Views: 2063
Re: Monster lifecycle
Making it part of the existing monster levels sounds like a better idea. Say, “low” means no nest seeding, “medium” has a low probability, “high” has a higher probability — but still pretty low. We need to be careful to avoid exponential growth of objects, lest the game crash or become hopelessly sl...
- Mon Jun 26, 2017 8:39 pm
- Forum: Other Game Design
- Topic: Stealth as a combat strategy / mechanic
- Replies: 32
- Views: 4757
Re: Stealth as a combat strategy / mechanic
Stealth granting parts, etc should be subject to refinement similar to weapons, with better parts getting better refinements (testing this currently in master with the Trans Spatial Hull, I like it) Not a bad idea. Another, which may have been floated before, is to make certain installed parts swap...
- Mon Jun 26, 2017 8:23 pm
- Forum: Other Game Design
- Topic: Monster lifecycle
- Replies: 9
- Views: 2063
Re: Monster lifecycle
Seems too micro-managey to me.Krikkitone wrote:Sounds good, could be part of a Monster setting when starting the game (monsters found new nests y/n)
- Mon Jun 26, 2017 8:21 pm
- Forum: Other Game Design
- Topic: Nest eradication
- Replies: 50
- Views: 9616
Re: Nest eradication
Nice of people to speak up in favor of my developed patch, but I’m not married to it. I was just throwing it out there. I like Vezzra’s idea of decoupling organic hulls from monster ranching, perhaps in combination with my idea of a common ancestor theoretical tech dealing with all space life. That ...
- Mon Jun 26, 2017 7:37 am
- Forum: Other Game Design
- Topic: A modest proposal regarding the sentient hull
- Replies: 10
- Views: 1576
Re: A modest proposal regarding the sentient hull
Hmm, it’s true, I don’t use stealth very much. Hadn’t thought of that tactic. I generally just use my first-generation destroyers to clean up monsters, ganging up on the tougher ones as needed.
- Sun Jun 25, 2017 11:59 pm
- Forum: Other Game Design
- Topic: A modest proposal regarding the sentient hull
- Replies: 10
- Views: 1576
A modest proposal regarding the sentient hull
The ultimate hulls in each line of development are formidable things. Each such hull is large, with many slots including a core slot. Each confers a benefit to all nearby friendly ships. Let us consider these fleetwide benefits of the various end-of-line hulls in each series. The ultimate energy hul...
- Sun Jun 25, 2017 5:43 pm
- Forum: Other Game Design
- Topic: Nest eradication
- Replies: 50
- Views: 9616
Re: Nest eradication
At that PP and RP cost I'd never bother to either research or build it, I'd just tolerate scrapping the monsters. As a stopgap it's definitely a good idea but reduce it down a fair amount. It can be adjusted, of course. My thought was that with the techs you need before you can research it, and hav...
- Sun Jun 25, 2017 5:38 pm
- Forum: Other Game Design
- Topic: Nest eradication
- Replies: 50
- Views: 9616
Re: Nest eradication
Hmm, well. Space monsters and organic-hulled ships do have some things in common; large, space-faring organisms with slots for weapons and other parts. Perhaps both sequences should start with an inexpensive theoretical prereq called “Spaceborne Life” or some such, then branch out into two series, o...
- Sat Jun 24, 2017 3:27 pm
- Forum: Other Game Design
- Topic: Troop enforcements
- Replies: 11
- Views: 1326
Re: Troop enforcements
Maths stuff, more exponential … (Code omitted) I don't mind the curve, better planets with more people should grow faster, I think it gets too fast nearer the end and is slightly too slow at the beginning. Hmm, yes … similar to an S-curve when growing, but it doesn’t level off as quickly at the hig...
- Sat Jun 24, 2017 1:50 pm
- Forum: Other Game Design
- Topic: Troop enforcements
- Replies: 11
- Views: 1326
Re: Troop enforcements
… population grows too fast on larger heavily inhabited worlds as it is but full worlds should be able to export colonists. Just a quick thought regarding population growth: is it an exponential curve or an S-curve? S-curve seems more in line with reality and, tweaked properly, would tend to offset...
- Sat Jun 24, 2017 10:28 am
- Forum: Other Game Design
- Topic: Why were the krill bioweapons removed?
- Replies: 1
- Views: 733
Why were the krill bioweapons removed?
I noticed a pleasing symmetry in 0.4.6, present since commit e0838e9 (Dec 2015): krakens attack lithics, juggernauts attack robotics, snowflakes attack organics, and krill attack phototrophics, with the most mature forms having the strong weapon and the almost-mature ones having the weak weapon. How...