Search found 296 matches
- Mon Jun 15, 2020 11:30 pm
- Forum: FreeOrion Project
- Topic: 0.4.10 release
- Replies: 81
- Views: 16715
Re: 0.4.10 release
Should https://github.com/freeorion/freeorion/issues/3001 with corresponding PR https://github.com/freeorion/freeorion/pull/3002 be considered for release?
- Mon Jun 15, 2020 9:58 pm
- Forum: Programming
- Topic: High memory demands render game unplayable
- Replies: 4
- Views: 2265
Re: High memory demands render game unplayable
Thank you for the report.
There was indeed a memory leak highlighted by recent changes. It should be fixed by https://github.com/freeorion/freeorion/pull/3050
There was indeed a memory leak highlighted by recent changes. It should be fixed by https://github.com/freeorion/freeorion/pull/3050
- Fri Jun 05, 2020 7:40 pm
- Forum: Other Game Design
- Topic: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
- Replies: 54
- Views: 8913
Re: Make pro/res tech increases 0.1 or 0.2 (huge nerf)
I think the RP production techs need some tweaks. Current RP tech progression is something like: 0.2/pop base 0.05/pop algo elegance +1 flat NAI +3 flat Artificial minds The time you get Artificial Minds, it is equivalent to 12 (average) pop on research focus. It will easily double your RP output wh...
- Thu Apr 30, 2020 12:07 am
- Forum: Other Game Design
- Topic: Reduce shields cost
- Replies: 30
- Views: 6008
Re: Reduce shields cost
As mentioned on the Github PR, unless there are specific balance reasons, should probably adjust the Deflector to 33(-34%) or 35 PP (-30% but a "round" number) instead of 30 PP (-40%) so that the "regular" shields are scaled by (roughly) the same factor...
- Wed Apr 22, 2020 6:53 pm
- Forum: Play-Testing Feedback
- Topic: AI Colony base travelling the starlanes
- Replies: 51
- Views: 9054
Re: AI Colony base travelling the starlanes
Should probably exclude fuel parts as well.
- Wed Apr 22, 2020 6:09 pm
- Forum: Play-Testing Feedback
- Topic: AI Colony base travelling the starlanes
- Replies: 51
- Views: 9054
Re: AI Colony base travelling the starlanes
Unfortunately, the savegames do not cover the critical time where the AI considered to queue the ship. My best guess is that you or another AI cut the supply network between Phad Alpha (where the ship was built) and any shipyard. Assuming that is true, the AI then tries to do something useful with t...
- Sat Apr 18, 2020 11:33 pm
- Forum: General Discussion
- Topic: Inquiry about custom sitreps
- Replies: 17
- Views: 8231
Re: Inquiry about custom sitreps
Sorry, it should read elem.data() not elem.value()
- Sat Apr 18, 2020 9:23 am
- Forum: General Discussion
- Topic: Inquiry about custom sitreps
- Replies: 17
- Views: 8231
Re: Inquiry about custom sitreps
What would be the appropriate way to fetch such objects as well, while ensuring that completely unknown systems that don't show up at all don't appear? Assuming you are using the python scripts, you probably want to get the VisibilityTurnsMap like this: vis_by_turn_map = universe.getVisibilityTurns...
- Fri Apr 17, 2020 8:16 pm
- Forum: General Discussion
- Topic: Inquiry about custom sitreps
- Replies: 17
- Views: 8231
Re: Inquiry about custom sitreps
Hmmmm, then is there any other way to print readouts besides using sitreps, like for example dumping it in messages? You could use python turn_event scripts which are run on the server to generate a sitrep (or even simpler: just print to a file) --- a/default/python/turn_events/turn_events.py +++ b...
- Sat Mar 28, 2020 1:47 pm
- Forum: Other Game Design
- Topic: Should fighters really act as cannonfodder?
- Replies: 79
- Views: 14448
Re: Should fighters really act as cannonfodder?
The merged PR only updated the player-available weapons.
Shouldn't targets of monster weapons also be restricted?
Shouldn't targets of monster weapons also be restricted?
- Tue Jan 14, 2020 6:13 pm
- Forum: FreeOrion Project
- Topic: 0.4.9 release procedure
- Replies: 67
- Views: 28152
Re: 0.4.9 release procedure
It has zero impact on the 0.4.9 AI. The bug only shows up after extending the AI interface to provide additional functionality (i.e. allowing the AI to queue move orders like the human can using shift-clicking in the UI). Since that functionality is not exposed to the AI in release branch (nor in ma...
- Sat Nov 23, 2019 6:06 pm
- Forum: Other Game Design
- Topic: Anybody knows how chaff scale the bouts?
- Replies: 25
- Views: 4433
- Wed Nov 20, 2019 1:54 pm
- Forum: Other Game Design
- Topic: Anybody knows how chaff scale the bouts?
- Replies: 25
- Views: 4433
Re: Anybody knows how chaff scale the bouts?
Is it a third for three bouts, because it is effectively only soaking hits in a single bout? Probably not. When there are ships dying in the first bout, then the enemy first bout damage is higher than the one in subsequent bouts. Subsequently, your chaffs block a higher portion of the damage than 1...
- Mon Nov 18, 2019 11:53 pm
- Forum: Other Game Design
- Topic: A little less comsat spam
- Replies: 30
- Views: 6937
Re: A little less comsat spam
I'd thought i'd heard that the problem was that comsats were cheap, fast, and didn't accrue maintenance costs, so spamming them had no drawbacks. The cost-change will have some early-game implications. It does not change lategame problems. Decoys scale extremely well into the lategame as 1) Their (...
- Tue Oct 22, 2019 8:14 pm
- Forum: General Discussion
- Topic: Shots distribution
- Replies: 8
- Views: 7282
Re: Shots distribution
I feel like this would be better visualized with something more like a bell curve. Well, shots distribution does not follow a normal distrubution. The curves you get are like the ones showed in the OP. Well, another way to plot data would be to look at the probability of a given ship taking n hits....