Search found 4717 matches
- Fri Sep 21, 2018 12:05 am
- Forum: Support
- Topic: [solved] Can not start game - Server connect to self fails
- Replies: 3
- Views: 8114
Re: Can not start game - Server connect to self fails
You've got an orphaned server process. Open up the task manager, showing all processes not just applications, and kill any instances of freeorion, freeoriond, and freeorionca (on Windows you'll have some caps in there).
- Sun Sep 16, 2018 11:16 pm
- Forum: General Discussion
- Topic: Questions from a 1 month old player
- Replies: 3
- Views: 5944
Re: Questions from a 1 month old player
is there some way to save your tech queue. Not currently. Support for something along these lines is something I expect we'll get around to eventually. do the AI's get some advantages? ...I had 4 times the production and more tech... No. The 'easier' AI's have restrictions & limits to make them...
- Sun Sep 16, 2018 7:02 pm
- Forum: FreeOrion Project
- Topic: Managing Github Milestones
- Replies: 25
- Views: 13205
Re: Managing Github Milestones
...That said, if we want this kind of "priority" setting, personally I'd prefer to do that with labels....and have either "priority:high", "priority:normal", "priority:low", or "priority:medium..." Your reasoning and proposal sound good to me. Howev...
- Sun Sep 16, 2018 9:46 am
- Forum: Support
- Topic: buggy tech cost scaling after game restart
- Replies: 3
- Views: 5857
Re: buggy tech cost scaling after game restart
I think there is already another thread about this, or perhaps an Issue-- I think there had been a bit of progress in diagnosing the cause, but don't recall if it had been considered fixed yet.
- Sat Sep 15, 2018 7:21 pm
- Forum: Other Game Design
- Topic: "Ingame" multiplayer lobby
- Replies: 3
- Views: 1737
Re: "Ingame" multiplayer lobby
Sounds generally fine to me, though I think you'd want to have some kind of 'private' setting available when starting up a multiplayer game session, so that people could prevent intrusions if they didn't want to be distracted, or to protect against hecklers etc.
- Sat Sep 15, 2018 7:18 pm
- Forum: Other Game Design
- Topic: Prevent disclosure information via empire statistic
- Replies: 4
- Views: 1936
Re: Prevent disclosure information via empire statistic
Currently empire statistics disclosures much information about player empire. It could be inconvenient in multiplayer so there should be a way to restrict statistics. Right-- the expectation is that eventually access to this kind of information would be gated in some fashion by an Espionage system-...
- Fri Sep 14, 2018 6:52 pm
- Forum: FreeOrion Project
- Topic: Managing Github Milestones
- Replies: 25
- Views: 13205
Re: Managing Github Milestones
Let me confirm some points of my understanding-- - the main motivation for a change is that the new-release-number-mass-milestone-reassignment is both a headache (at least as currently done manually) and obliterates last-update timestamp info which is otherwise very useful for sorting (and like LGM-...
- Thu Sep 13, 2018 9:24 pm
- Forum: Other Game Design
- Topic: Comsat/planetary defenses re-design
- Replies: 58
- Views: 12603
Re: Comsat/planetary defenses re-design
On the first hand again one who does long term planning (adding ships which are not going to be build in would get penalized) So maybe: full maintenance cost for hulls and parts of already started projects(!?) Good point, and that sounds to me like a decent tweak to the idea. Hm, so you need to spr...
- Thu Sep 13, 2018 4:28 pm
- Forum: Other Game Design
- Topic: Comsat/planetary defenses re-design
- Replies: 58
- Views: 12603
Re: Comsat/planetary defenses re-design
A couple responses, including a new idea, actually two new related ideas-- [*]base hull takes only 3 build turns, so you can produce them even as response One thing we could look at changing to incrementally help is to make the build time for base hull be 4 turns rather than 3, to further reduce its...
- Mon Sep 10, 2018 5:18 pm
- Forum: Play-Testing Feedback
- Topic: New player experince
- Replies: 18
- Views: 11908
Re: New player experince
I'll urge that we phrase this as "can't effectively attack a planet you can't see clearly"you can't attack a planet you can't see.
- Sun Sep 09, 2018 6:51 pm
- Forum: General Discussion
- Topic: [git] Using a local repo to update the game on my computer
- Replies: 4
- Views: 6339
Re: [git] Using a local repo to update the game on my computer
just to add slightly to the previous responses: The basic idea would be to clone the version of the game I'm playing in a working directory, do some changes (custom species mainly), and then update my own game (/usr/share/games/freeorion). I'm still not sure how to do that last part. If you are want...
- Wed Sep 05, 2018 7:22 am
- Forum: Translations
- Topic: Russian translate
- Replies: 69
- Views: 42676
Re: Russian translate
WOW, my name in credits! :33 I didn't know about it, thought that only lead programmers have enough power to added themselfs to this. I added my name in stringtables file cause other translators did it - thought it's just practise. You adding your name to that stringtable file is not what got your ...
- Mon Sep 03, 2018 5:37 pm
- Forum: Play-Testing Feedback
- Topic: New player experince
- Replies: 18
- Views: 11908
Re: New player experince
I am glad to hear you are enjoying FO!, thanks 2) Official starter guide with 5-10 guided turn or just similar video. On the first turn, there is a sitrep that pops up which includes a clickable link to a pedia page which in turn includes a clickable link to our QuickPlay Guide. Also, I am pretty su...
- Mon Sep 03, 2018 5:20 pm
- Forum: Story
- Topic: Species: Nerada
- Replies: 25
- Views: 17762
Re: Species: Nerada
My recollection is that before we had added "HabitableSize" the recalibration done by it was instead done by "SizeAsDouble", but that the latter no longer does so. I find no other uses of "SizeAsDouble" in current scripting, and am pretty sure that it should not be used...
- Sat Sep 01, 2018 6:16 pm
- Forum: Other Game Design
- Topic: Comsat/planetary defenses re-design
- Replies: 58
- Views: 12603
Re: Comsat/planetary defenses re-design
...make combat target selection ignore unarmed ships (ie. those without direct weapons or fighter parts) unless there are no targetable armed ships present. Combat could still be used to take out troop ships (but only after all armed ships defending them are gone). I'd be fine with most of that pro...