Search found 259 matches

by alleryn
Tue Oct 15, 2019 2:25 am
Forum: Play-Testing Feedback
Topic: Gifting mechanics
Replies: 20
Views: 5107

Re: Gifting mechanics: how to designate a gift?

Dumb question: is there somewhere i could have read the mechanics? I looked moderately hard, and didn't find it, but maybe it is in one of the places i haven't looked yet? Thanks again. Jon I suppose the snarky answer would be "in the code". Honestly, swaq and i were chatting the other da...
by alleryn
Tue Oct 15, 2019 1:03 am
Forum: Play-Testing Feedback
Topic: Gifting mechanics
Replies: 20
Views: 5107

Re: Gifting mechanics: how to designate a gift?

Hi all. I am currently running 0.4.8 build 2019-10-08. I'm trying to give a planet and a ship to an ally, and cannot figure out how. I have tried right and left clicking on everything i can think which might make sense, and a bunch which don't make sense: Planets, ships, empire names, pedia entries...
by alleryn
Mon Oct 14, 2019 8:10 pm
Forum: Play-Testing Feedback
Topic: New Fuel Settings?
Replies: 45
Views: 30781

Re: New Fuel Settings?

I'll give it a day or two to see if there are any objections to this approach, then i'll go ahead with it.

Done: https://github.com/freeorion/freeorion/pull/2596

Everything looked okay after a skim through Pedia/Hulls in game and adding a fuel tank to a smattering of hulls in the Shipyard.
by alleryn
Mon Oct 14, 2019 8:03 pm
Forum: Play-Testing Feedback
Topic: New Fuel Settings?
Replies: 45
Views: 30781

Re: New Fuel Settings?

Ophiuchus wrote: Mon Oct 14, 2019 7:58 pm The main work for hull base fuel add-subtract that is that all but the average fuel efficiency the hulls have to be changed accordingly (can be speed up with bash magic). Anyway I will probably not get around to do that in the next two weeks.
I can do that, if you like.
by alleryn
Mon Oct 14, 2019 12:40 pm
Forum: Play-Testing Feedback
Topic: New Fuel Settings?
Replies: 45
Views: 30781

Re: New Fuel Settings?

I can't seem to find where the hull->Speed(), hull->Fuel(), etc stuff is coming from in the code. What do you mean by "stuff" and "coming from in the code"? I can find a lot of places hull_type->Fuel() gets used (where hull_type is a const HullType*) but when i search for HullTy...
by alleryn
Mon Oct 14, 2019 3:12 am
Forum: Programming
Topic: Why is HumanClientApp::ExitApp() called twice?
Replies: 3
Views: 1282

Re: Why is HumanClientApp::ExitApp() called twice?

Disclaimer: I'm out of my depth here, so what i have to say may not be very helpful. Looks to me like HandleAppQuitting is bound to WindowClosingSignal (fired by SDL_WINDOWEVENT_CLOSE) and also to AppQuittingSignal (fired by SDL_QUIT). [SDL = Simple DirectMedia Layer] SDL is cross-platform, so when ...
by alleryn
Mon Oct 14, 2019 12:19 am
Forum: Play-Testing Feedback
Topic: New Fuel Settings?
Replies: 45
Views: 30781

Re: New Fuel Settings?

The FOCS effects could probably be modified to self-correct for the hull's inherent fuel capacity by subtracting the hull's own fuel before multiplying and then re-adding the hull's own fuel after the scaling effect... Something like effects = SetMaxFuel value = (Value - HullFuel name = ThisHull) *...
by alleryn
Sun Oct 13, 2019 8:47 pm
Forum: Play-Testing Feedback
Topic: New Fuel Settings?
Replies: 45
Views: 30781

Re: New Fuel Settings?

Has anyone given any more thought to how to document this feature in the pedia for ship hulls? (https://github.com/freeorion/freeorion/issues/2541) It looks like the hull information is currently provided via /UI/EncyclopediaDetailPanel.cpp: https://github.com/freeorion/freeorion/blob/979cf496f5b496...
by alleryn
Sun Oct 13, 2019 7:55 pm
Forum: General Discussion
Topic: Hull/weapon research against human players
Replies: 10
Views: 4578

Re: Hull/weapon research against human players

3. stealth still isn't quite sorted. There seems to have a been a change to the first strike advantage - I found that even when my opponent could not detect my ships for the first round, he could still shoot them. This seems like a slight over-nerf of stealth Could this be related to the bug here (...
by alleryn
Sun Oct 13, 2019 4:01 am
Forum: Support
Topic: How to set up dedicated server?
Replies: 11
Views: 15696

Re: How to set up dedicated server?

I am also experimenting with the multiplayer server. I ran 'freeoriond --hostless' and could connect to it with multiple client windows and start a game. But if one of the clients leaves it kicks the others out of the game too. I just tried to start a server process and haven't gotten it working, b...
by alleryn
Sat Oct 12, 2019 6:17 pm
Forum: Play-Testing Feedback
Topic: Weapon update timing (turn processing order)
Replies: 15
Views: 4639

Re: Weapon update timing (turn processing order)

Consider a board game analogy - you don't discard cards down to your hand's size between turns, but at the end of your turn . I suppose this depends on the board game, and ultimately just upon semantics. In my mind, it just makes more sense to break things down as Input is occuring while the turn i...
by alleryn
Sat Oct 12, 2019 5:57 pm
Forum: Play-Testing Feedback
Topic: Weapon update timing (turn processing order)
Replies: 15
Views: 4639

Re: Weapon update timing (turn processing order)

That's the mismatch, you see. There are two interpretations of "turn": I think the mismatch comes from the client concept of turn (you press next turn and then you get a new result) and the technical concept of turn (the moment turn increase happens). I think it's reasonable that sitreps ...
by alleryn
Fri Oct 11, 2019 10:06 am
Forum: Play-Testing Feedback
Topic: Weapon update timing (turn processing order)
Replies: 15
Views: 4639

Re: Weapon update timing (turn processing order)

If you move out of supply on turn 13 and the upgrade happens afterwards, they will simply not be upgraded. Isn't that exactly what happens in my example, though? Or am i not understanding you? I think the mismatch comes from the client concept of turn (you press next turn and then you get a new res...
by alleryn
Thu Oct 10, 2019 10:42 pm
Forum: Play-Testing Feedback
Topic: Weapon update timing (turn processing order)
Replies: 15
Views: 4639

Re: Weapon update timing (turn processing order)

Maybe i'm missing something, but here's why i think it matters. Consider my example from the first post: Turn 12: MD2 researched Turn 13: Fleet departs (display still reads MD1) Between 13 and 14: Fleet's weapons are upgraded, fleet moves, leaving supply If "between turns" didn't matter th...
by alleryn
Thu Oct 10, 2019 9:30 am
Forum: Play-Testing Feedback
Topic: Weapon update timing (turn processing order)
Replies: 15
Views: 4639

Re: Weapon update timing (turn processing order)

So I had a look at it. And actually it is not as bad. As i wrote, effect application happens after combat; in effect the values shown for the weapons are always the ones which will be used in the next combat. Anyway I think it would be good to write an informational message on the (first) turn the ...