Search found 245 matches
- Fri Apr 17, 2020 1:26 pm
- Forum: Play-Testing Feedback
- Topic: Production scren "rally to" / "rally from" is not visible unless you click on the world it concerns
- Replies: 5
- Views: 2113
Production scren "rally to" / "rally from" is not visible unless you click on the world it concerns
Can it be changed so that each item that has this configured shows where the destination is, no matter which planet is currently selected?
- Fri Apr 17, 2020 1:23 pm
- Forum: Play-Testing Feedback
- Topic: Rounding errors
- Replies: 8
- Views: 2228
Re: Rounding errors
I did, but I have no time machine to return 3 days ago. This computer sadly does not have hourly snapshots configured.
- Fri Apr 17, 2020 12:31 pm
- Forum: Play-Testing Feedback
- Topic: Rounding errors
- Replies: 8
- Views: 2228
Re: Rounding errors
It looks like the save is not there, as autosave only saves last 10 ones.
Silly decision if you ask me. Especially given how cheap/big storage is these days.
Silly decision if you ask me. Especially given how cheap/big storage is these days.
- Fri Apr 17, 2020 12:24 pm
- Forum: General Discussion
- Topic: Ninth game on the multiplayer slow game server
- Replies: 256
- Views: 9116
Re: Ninth game on the multiplayer slow game server
Oh, ok. ... strange approach.
- Fri Apr 17, 2020 11:39 am
- Forum: General Discussion
- Topic: Ninth game on the multiplayer slow game server
- Replies: 256
- Views: 9116
Re: Ninth game on the multiplayer slow game server
hand-editing is a failed approach as the content checksums must match exactly.
- Fri Apr 17, 2020 11:04 am
- Forum: General Discussion
- Topic: Ninth game on the multiplayer slow game server
- Replies: 256
- Views: 9116
Re: Ninth game on the multiplayer slow game server
Code: Select all
wget https://patch-diff.githubusercontent.com/raw/freeorion/freeorion/pull/2863.patch
wget https://patch-diff.githubusercontent.com/raw/freeorion/freeorion/pull/2859.patch
patch -p1 < 2863.patch
patch -p1 < 2859.patch
- Thu Apr 16, 2020 6:28 pm
- Forum: General Discussion
- Topic: Ninth game on the multiplayer slow game server
- Replies: 256
- Views: 9116
Re: Ninth game on the multiplayer slow game server
It's a known issue but current implementation requires to know researched technologies to correctly show ship damage. The game shouldn't show that until combat. It should show only what type of gun it is. It should also not show what is mounted in the internal slots and possibly also not show what ...
- Thu Apr 16, 2020 6:26 pm
- Forum: General Discussion
- Topic: Ninth game on the multiplayer slow game server
- Replies: 256
- Views: 9116
Re: Ninth game on the multiplayer slow game server
Can we resume with just the shields fix if happyness needs code changes?
- Thu Apr 16, 2020 6:12 pm
- Forum: General Discussion
- Topic: Ninth game on the multiplayer slow game server
- Replies: 256
- Views: 9116
Re: Ninth game on the multiplayer slow game server
I've said it before: the game reveals too much information about the enemy (researched technologies). I did not know it also shows homeworld counts... guys, this is bad.
What needs testing so the show can go on?
- Wed Apr 15, 2020 4:00 pm
- Forum: General Discussion
- Topic: Ninth game on the multiplayer slow game server
- Replies: 256
- Views: 9116
Re: Ninth game on the multiplayer slow game server
If it is just a script, then we can just replace it without recompiling?
- Wed Apr 15, 2020 1:45 pm
- Forum: General Discussion
- Topic: Ninth game on the multiplayer slow game server
- Replies: 256
- Views: 9116
Re: Ninth game on the multiplayer slow game server
I can compile only for myself (GNU amd64). I have a MXE cross toolchain for windows, but I'm not sure what setup FO uses/needs.
- Wed Apr 15, 2020 11:01 am
- Forum: General Discussion
- Topic: Ninth game on the multiplayer slow game server
- Replies: 256
- Views: 9116
Re: Ninth game on the multiplayer slow game server
I am against restarting.. we've already invested a week into this. I am also against pausing for a long time (which two weeks is for me). I dislike the happyness thing, but it penalizes everyone (hopefully equally). I would support reverting to the previous version on the current turn or a few back,...
- Mon Apr 13, 2020 1:30 pm
- Forum: Other Game Design
- Topic: Improve production queue management
- Replies: 12
- Views: 2090
Re: Improve production queue management
Actually the better word would be exponential, so that the adjustment increases exponentially as you move the slider to the right (instead of linearly as with normal ones). That PP distribution does not take into account changes in production output. Distributing PP like I said could allow them to f...
- Mon Apr 13, 2020 12:28 pm
- Forum: Other Game Design
- Topic: Improve production queue management
- Replies: 12
- Views: 2090
Re: Improve production queue management
+1 from me. (1-2) Was very painful during the 5 minute per turn test game, when I wanted to send warships to 2 border system to prevent the AI from wrecking me while I was asleep. 1) Perhaps a logarithmic slider + entry box? 2) I don't know how the production queue is implemented, but if it is imple...
- Mon Apr 13, 2020 1:23 am
- Forum: Play-Testing Feedback
- Topic: Rounding errors
- Replies: 8
- Views: 2228
Rounding errors
with-FreeOrionSDK-v11-165-gaa122c8ea