Search found 389 matches

by dbenage-cx
Sat May 12, 2018 4:54 pm
Forum: Support
Topic: Invisible starlanes
Replies: 13
Views: 9168

Re: Invisible starlanes

Looks related to #1674.
Geoff the Medio wrote:
Murdoc wrote:Anything else I can check or try?
Try enabling and disabling all the other graphics / rendering settings, particularly those related to the map.
Running with software rendering should display ok (at a performance cost):

Code: Select all

$ LIBGL_ALWAYS_SOFTWARE=ON freeorion
by dbenage-cx
Wed Mar 07, 2018 5:20 am
Forum: Scripting & Balancing
Topic: Terraforming costs v fractional production—new system needed
Replies: 55
Views: 28236

Re: Terraforming costs v fractional production—new system ne

Been keeping tabs on the discussion, just not much opportunity to form replies. I tried some approaches to Geoffs stability/instability meter and think influencing a planet to terraform has a lot of potential (e.g. hostile ships, fields, species traits). This approach would definitely take a post 0....
by dbenage-cx
Sat Feb 24, 2018 4:28 am
Forum: Scripting & Balancing
Topic: Terraforming costs v fractional production—new system needed
Replies: 55
Views: 28236

Re: Terraforming costs v fractional production—new system ne

Thanks for feedback, I was thinking remote/outpost terraforming would be a separate PR/issue and admittedly had not given much thought on how to implement it. If not added, I'll have at least a general plan for implementation of these while redesigning the existing terraform. From other thread (and ...
by dbenage-cx
Sat Feb 24, 2018 2:16 am
Forum: Programming
Topic: script conciseness vs execution efficiency
Replies: 12
Views: 8524

Re: script conciseness vs execution efficiency

I wonder if it should be made to do what it appears to, and not have the implicit contain feature for those types of conditions Yes, adding a size/type/etc argument to Planet should only constrain the potential match. @Dilvish I would have opened a bug report (since it is not an immediate priority)...
by dbenage-cx
Sat Feb 24, 2018 1:56 am
Forum: Programming
Topic: Implementing stockpile "project" build item
Replies: 31
Views: 16091

Re: Implementing stockpile "project" build item

From what I've followed so far, there are two different options proposed for this new item type. One option is to have the item define a goal amount to send to stockpile, where the new progress each turn is transferred and the item removed once the goal is reached. e.g. "Stockpile 50 PP" (...
by dbenage-cx
Sat Feb 24, 2018 12:16 am
Forum: Story
Topic: Species: Frankov
Replies: 22
Views: 17309

Re: Species: Frankov

The macros AVERAGE_WEAPONS and VERY_BAD_STEALTH do not exist. You can drop AVERAGE_WEAPONS, and either change to BAD_STEALTH or modify scripting/species/common/stealth.macros and add VERY_BAD_STEALTH. Once it is selectable on the startup screen, as Oberius notes you will need a colony building as we...
by dbenage-cx
Sun Feb 11, 2018 11:43 pm
Forum: Play-Testing Feedback
Topic: planets troops increasing even with attacking ships in orbit
Replies: 22
Views: 12227

Re: planets troops increasing even with attacking ships in o

Given a system with only a single planet with Ancient Guardians, still seeing +1 troop gain where ships have attacked for 5+ turns. Oddly enough, changing the "increase 1 per turn" effectgroup in /scripting/species/common/troops.macros to equal current turn increases the troop gain to +2. ...
by dbenage-cx
Sun Feb 11, 2018 11:48 am
Forum: Scripting & Balancing
Topic: Terraforming costs v fractional production—new system needed
Replies: 55
Views: 28236

Re: Terraforming costs v fractional production—new system ne

Posted an initial PR of a single use building for discussion. Current implementation utilizes special capacity over a new (in)stability meter. Not that I do not favor the meter, this just seemed a quicker addition with some existing UI support (and prevents adding more parser conflicts with other P...
by dbenage-cx
Mon Feb 05, 2018 10:19 pm
Forum: FreeOrion Project
Topic: New screenshots
Replies: 7
Views: 8604

Re: New screenshots

indexed->jpg Jpg settings: Quality: 90% Optimize Progressive Smoothing: 0.00 Subsampling: 4:4:4 DCT method: Integer Include Thumbnail Could reduce settings further for all but Intro (and maybe single player setup) to get them closer to png size, but I'd rather not try to compare each image for notic...
by dbenage-cx
Mon Feb 05, 2018 9:46 am
Forum: Play-Testing Feedback
Topic: What I'm doing wrong setting up multiplayer game?
Replies: 8
Views: 2409

Re: What I'm doing wrong setting up multiplayer game?

From server log, looks like 7 Ais were added (although AI_7 is just the player name). Don't think you hit this particular issue, but if changing branches where the python files change, might try removing *.pyc files before starting the game. e.g. on linux from freeorion directory: $ find . -name *.p...
by dbenage-cx
Mon Feb 05, 2018 8:35 am
Forum: Scripting & Balancing
Topic: Balance industry-focused bonus techs and buildings
Replies: 3
Views: 6311

Re: Balance industry-focused bonus techs and buildings

Should population and infrastructure be considered to limit some of these bonuses? e.g. GGG: max(10, industry_per_pop * min(population, infrastructure)) The would affect less hospitable planets, planets with shipyards, and possibly desire some adjustments of xenophobic effects. Increases target Indu...
by dbenage-cx
Mon Feb 05, 2018 7:45 am
Forum: FreeOrion Project
Topic: New screenshots
Replies: 7
Views: 8604

Re: New screenshots

Attached zip with shots for default config, converted from RGB to indexed colors. A later game shot is included as Map_Midgame.png ...Do we need to modify the infrastructure? Since the wiki retains previous versions of files, could rename the screenshots to exclude version info. e.g. Convert Freeori...
by dbenage-cx
Sun Feb 04, 2018 11:18 pm
Forum: FreeOrion Project
Topic: New screenshots
Replies: 7
Views: 8604

Re: New screenshots

:oops: Fell off my radar, will work on new proposals tonight.
by dbenage-cx
Fri Jan 26, 2018 9:15 am
Forum: Other Game Design
Topic: Comsat/planetary defenses re-design
Replies: 58
Views: 12600

Re: Comsat/planetary defenses re-design

Ophiuchus wrote:do the capacity upgrade based on turn of research vs turn of construction
Not sure what you mean by this?
by dbenage-cx
Fri Jan 26, 2018 9:13 am
Forum: Other Game Design
Topic: Differentiating metabolisms (or species?) with new traits
Replies: 11
Views: 3687

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

We would need either a bunch of new species to utilize such traits (not all need extra traits) or some kind of random species name and trait selection during setup/universe generation (sub-species?). I would hope most traits would aim to balance themselves out as well, with sparse use of traits that...