Search found 219 matches
- Sun Apr 08, 2018 7:37 pm
- Forum: FreeOrion Project
- Topic: Policy regarding license statements
- Replies: 37
- Views: 18764
Re: Policy regarding license statements
I am not a lawyer, but I suggest if we are changing the legal requirements for contributing to the project that we pay a lawyer. Legal English is as different from common English and technically precise as programming languages are. That being said, I agree with Geoff, agreement with the GPL is impl...
- Mon Feb 19, 2018 10:44 pm
- Forum: Play-Testing Feedback
- Topic: In the DesignWnd Available SavedDesigns don't display
- Replies: 0
- Views: 7693
In the DesignWnd Available SavedDesigns don't display
There is the following bug in this week's test builds. In the DesignWnd, the SavedDesigns will not display with the available filter on. I have pushed PR #2010 fixing this bug. It was my recent work on the DesignWnd that broke this and I noticed too late to fix it before Vezra made this week's test ...
- Mon Feb 19, 2018 9:39 pm
- Forum: General Discussion
- Topic: AI Surrender issues
- Replies: 15
- Views: 4461
Re: AI Surrender issues
I was going to suggest scrapping the ships a simpler alternative, however PR #2001 looks solid.
- Sat Feb 17, 2018 6:36 pm
- Forum: Other Game Design
- Topic: Diplomatic Victory
- Replies: 14
- Views: 4492
Re: Diplomatic Victory
An issue with shared production and shared research is summarized by the question, "Which empire gets to spend the points?" I suggest allied empires receive a bonus of 5% or 10% of their combined research/production points before diplomatic bonuses are applied. This grants more of an incen...
- Thu Feb 08, 2018 7:25 pm
- Forum: Other Game Design
- Topic: Aggregation for sitrep events
- Replies: 4
- Views: 1769
Re: Aggregation for sitrep events
dbenage produced a playable mockup with several aspects I liked.
- Mon Feb 05, 2018 4:04 pm
- Forum: Play-Testing Feedback
- Topic: What I'm doing wrong setting up multiplayer game?
- Replies: 8
- Views: 2441
Re: What I'm doing wrong setting up multiplayer game?
This sounds like Issue #1816, where auto turn advance triggers the auto saves at the wrong time.
A workaround, as Geoff suggested, is to start as the Moderator and advance the turns manually.
A workaround, as Geoff suggested, is to start as the Moderator and advance the turns manually.
- Sun Feb 04, 2018 1:04 pm
- Forum: Play-Testing Feedback
- Topic: How to Enable Experimentor Always?
- Replies: 6
- Views: 2228
Re: How to Enable Experimentor Always?
The Experimentors are placed after the empire homeworlds are placed and have a requirement that they be 6 hops from any homeworld. In order to make it more likely that you have Experimentors in a game, you will need a large galaxy with a lower number of empires.
- Sun Feb 04, 2018 12:39 pm
- Forum: Scripting & Balancing
- Topic: Auto better troop pods
- Replies: 17
- Views: 11874
Re: Auto better troop pods
I have posted a PR addressing some the UI concerns raised by Ophiuchus.
- Fri Feb 02, 2018 10:35 pm
- Forum: Scripting & Balancing
- Topic: Auto better troop pods
- Replies: 17
- Views: 11874
Re: Auto better troop pods
Extending the (obsolete, available, unavailable) categories to cover hulls and parts, was the next step I had planned after extending the saved designs and allowing obsoleting of designs. I have started work on this addition. Dilvish, the plan that you are suggesting sounds automatic and mandatory ....
- Tue Jan 30, 2018 4:40 pm
- Forum: Top Priority Game Design
- Topic: Refining the Imperial Stockpile
- Replies: 78
- Views: 43155
Re: Refining the Imperial Stockpile
Oberlus, The Git/GitHub Questions, Answers and Howto Thread is our thread for freeorion github related information and questions. If you post some questions with a description of your problem, then we might be able to help you be more efficient with your time. Once you have learned how, it is diffic...
- Tue Jan 30, 2018 4:38 pm
- Forum: Scripting & Balancing
- Topic: Auto better troop pods
- Replies: 17
- Views: 11874
Re: Auto better troop pods
With distinct troop parts, there is the possibility to decouple the research and construction costs. For example, if the research costs for advance troops are low, but the construction costs are high, then that favors production oriented empires. If the cost of the advanced troop pods is significant...
- Thu Jan 25, 2018 10:13 am
- Forum: Play-Testing Feedback
- Topic: Fleet overlay
- Replies: 7
- Views: 2175
Re: Fleet overlay
I've pushed a pull request, PR that closely implements Dilvish's suggestion. Fleets at or departing from systems should be unchanged and are grouped by system and empire. When a moving fleet button is selected the fleets from all touching fleet buttons on the same starlane are included in the fleet ...
- Sun Jan 21, 2018 9:03 am
- Forum: Play-Testing Feedback
- Topic: Feedback Imperial Stockpile (round 3) - Limited Input
- Replies: 65
- Views: 9768
Re: Feedback Imperial Stockpile (round 3) - Limited Input
I still agree with Vezzra, the stockpile mechanic works as a way to bypass the supply mechanic. I playtested the supply mechanic with the master branch from last week by playing 10ish games as Sly with from 100 to 350 systems with dense planets in a variety of topologies with from 10 to 30 systems p...
- Sun Jan 21, 2018 9:01 am
- Forum: Play-Testing Feedback
- Topic: Fleet overlay
- Replies: 7
- Views: 2175
Re: Fleet overlay
I started a branch to address this last fall, in the manner Dilvish described. I will look into completing it.
Re: I'm busy!
I'll be away from December 18 until January 18.
Good luck with the release work.
Good luck with the release work.