Search found 219 matches
- Sun Aug 13, 2017 6:47 pm
- Forum: Other Game Design
- Topic: Add a "--continue" startup option and a "Continue" button
- Replies: 22
- Views: 2917
Re: Add a "--continue" startup option and a "Continue" butto
Thanks for all of the positive feedback. biza, I did not realize that this was a returning feature. em3, Dilvish, if "Autosave before game exit" is enabled then the newest save will always be the autosave, unless the game crashes, the player clicks exit without saving during the game exit ...
- Sun Aug 13, 2017 3:40 pm
- Forum: Other Game Design
- Topic: Add a "--continue" startup option and a "Continue" button
- Replies: 22
- Views: 2917
Add a "--continue" startup option and a "Continue" button
I propose adding a "--continue" command line option and a "Continue" button to the intro menu. I've posted PR 1671 that does this. To continue means to find the newest single player autosave, load it and continue play. The "--continue" option skips the intro menu the sa...
- Fri Aug 04, 2017 5:54 pm
- Forum: Play-Testing Feedback
- Topic: Reporting some playtesting
- Replies: 18
- Views: 2310
Re: Reporting some playtesting
Oberlus, the Super Testers might be the species that you are looking for. Currently the "--load" option from the command line only works with single player games. However, as MatGB described you could setup a multi-player game as an observer or moderator, save it and then re-load it while ...
- Fri Aug 04, 2017 4:59 pm
- Forum: Support
- Topic: v0.4.7+ build 2017-08-03.595b29f
- Replies: 26
- Views: 5486
Re: v0.4.7+ build 2017-08-03.595b29f
Code: Select all
JackShmReadWritePtr::~JackShmReadWritePtr
- Wed Aug 02, 2017 7:23 pm
- Forum: Play-Testing Feedback
- Topic: Reporting some playtesting
- Replies: 18
- Views: 2310
Re: Reporting some playtesting
I'll explain the functionality that Dilvish is referring to below. It works correctly for me. It may also work for you. If it does not work for you, please post config files, log files and a save game to this issue . I posted the issue, but the functionality has always worked for me, so I have no te...
- Fri Jul 28, 2017 7:43 pm
- Forum: Other Game Design
- Topic: When is defeat defeat?
- Replies: 4
- Views: 837
Re: When is defeat defeat?
A human or AI player should be able to resign. Resigning should scrap all of their ships and revert any colonies and outputs to neutral status, but not otherwise nerf their assets. The AI, whose reason for existence is to be fun to play against, should make a determination of when it is no longer a ...
- Fri Jul 28, 2017 7:30 pm
- Forum: General Discussion
- Topic: Why does PP share or not, why cant my cruisers shoot?
- Replies: 11
- Views: 2122
Re: Why does PP share or not, why cant my cruisers shoot?
mwbuddy, welcome to the forums. it was is the 3 damage form my ships getting absorbed into the shields 'silently' Have you discovered the combat report? Click on the word "combat" in the sitrep window to open the CombatReport window. The Log tab of the CombatReport window provides a detail...
- Mon Jul 24, 2017 8:37 pm
- Forum: Compile
- Topic: DSO missing from command line
- Replies: 13
- Views: 14086
Re: DSO missing from command line
That's great. If you could do a bisection and determine which is the first commit that is broken, that might make it obvious how to fix the problem. You can use git to help with the bisection. Start the bisection by typing: git bisect start git bisect good <hash of good commit> git bisect bad <hash ...
- Mon Jul 24, 2017 4:13 am
- Forum: Compile
- Topic: DSO missing from command line
- Replies: 13
- Views: 14086
Re: DSO missing from command line
Congratulations on the new machine. Did you upgrade both the hardware and the software? As Dilvish asked, is there an older version that compiles successfully on your new hardware? It would be helpful, if you posted the entire compile log. /usr/bin/ld: CMakeFiles/freeorionca.dir/AI/AIInterface.cpp.o...
- Tue Jul 11, 2017 7:47 pm
- Forum: Other Game Design
- Topic: Stealth as a combat strategy / mechanic
- Replies: 32
- Views: 4727
Re: Stealth as a combat strategy / mechanic
I'm not sure a player ought to know if your own stuff is losing stealth to, for example, a hidden stealth reducing effect. Or even a visible one. How would you know? I think Dilvish already covered this but here is another analogy. Assume I'm stealthily hiding in the dark. If someone shines a flash...
- Sun Jul 09, 2017 12:03 pm
- Forum: Compile
- Topic: CMake doesn’t seem to find some Boost libraries
- Replies: 6
- Views: 8292
Re: CMake doesn’t seem to find some Boost libraries
Here are some suggestions, and questions for next time. Suggestions 1. Recompile the boost libraries with gcc 5.4. One of the changes in gcc 5.0 was a major ABI change to support C++11. FreeOrion compiled with gcc 5.4 may link with boost libraries compiled with 4.9.2, but it will crash. 2. Find, ins...
- Sat Jul 08, 2017 8:51 pm
- Forum: General Discussion
- Topic: New features to test: ship design revamp & engines limited
- Replies: 9
- Views: 2302
Re: New features to test: ship design revamp & engines limit
Oberlus, the design window changes that MatGB described allow you to edit the saved designs which persist between games. If you have a preferred set of ship designs, you can keep them from game to game. This is described in greater detail here.
- Wed Jul 05, 2017 9:06 pm
- Forum: General Discussion
- Topic: New features to test: ship design revamp & engines limited
- Replies: 9
- Views: 2302
Re: New features to test: ship design revamp & engines limit
MatGB, thanks for posting a description of the design window saved ship changes.
As pointed out elsewhere this breaks saves. My attempt to make it save backward compatible, actually broke the current saves as you discovered. I fixed that in favor of breaking backward compatibility.
As pointed out elsewhere this breaks saves. My attempt to make it save backward compatible, actually broke the current saves as you discovered. I fixed that in favor of breaking backward compatibility.
- Wed Jul 05, 2017 9:00 pm
- Forum: Other Game Design
- Topic: Stealth as a combat strategy / mechanic
- Replies: 32
- Views: 4727
Re: Stealth as a combat strategy / mechanic
Dilvish thanks for the detailed response to the UI changes I proposed. I'll provide short direct answers to your questions up top, with a longer treatment below. You are certainly free to argue that we could have a better display by doing away with stealth decrease effects... I'm not suggesting remo...
- Thu Jun 29, 2017 6:02 pm
- Forum: Other Game Design
- Topic: Stealth as a combat strategy / mechanic
- Replies: 32
- Views: 4727
Re: Stealth as a combat strategy / mechanic
That would require including at least one detection part in most designs it's annoying and micromanagy to have to move scouts through every / many systems after each detection tech upgrade Colonies still have an intrinsic detector with a strength and range that increases automatically as the empire...