Search found 4717 matches

by Dilvish
Mon Dec 17, 2018 2:15 am
Forum: Support
Topic: error #10054
Replies: 28
Views: 17965

Re: error #10054

Hmm, not many hints so far. Could you also attach the human client log? I take it that's some further work you're trying on your blockade UI? If you'll push to an alternate branch on your github fork I'll try it out on my machine (probably best to not push this to the branch linked to your PR right ...
by Dilvish
Sun Dec 16, 2018 9:02 pm
Forum: Programming
Topic: Cleanup compatibility code
Replies: 1
Views: 5335

Re: Cleanup compatibility code

What about to reset serialization version of classes and remove compatibility code? Currently it doesn't work well even for changes in FOCS scripts because different FOCS gives issues either for multiplayer game or for loaded game which works with the new rules not the saved ones. Changes in master...
by Dilvish
Sun Dec 16, 2018 8:50 pm
Forum: Support
Topic: error #10054
Replies: 28
Views: 17965

Re: error #10054

To help me try to make sense of that I translated it to English, and get "An existing connection was closed by the remote host", which sounds like the kind of message the server might give if one of the AI's crashes (which makes sense given the context you describe). If you ran with multip...
by Dilvish
Fri Dec 14, 2018 3:14 pm
Forum: Other Game Design
Topic: Make Stargates zero-speed ships (not buildings)
Replies: 16
Views: 3789

Re: Make Stargates zero-speed ships (not buildings)

I think a couple tweaks to the wormhole idea would be in order-- since we have a very strong aversion to coding up scripted content (stargate) behavior in the c++ engine, we'd want the stargate to actually create wormholes rather than just acting like them. And having the stargates make a fully conn...
by Dilvish
Wed Dec 12, 2018 7:54 pm
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 29502

Re: Finally tried 0.4.8...

Whatever the released stable 0.48 is. For folks who are active on the boards here we encourage playing the most recent test versions (threads with download links are at the top of the General Discussion Board ). This week's test builds include a bug fix related to that out-of-sight-enemy AI issue t...
by Dilvish
Sat Dec 08, 2018 6:16 pm
Forum: Other Game Design
Topic: Stop fighter replenishment (and weapon upgrades?) during combat
Replies: 3
Views: 901

Stop fighter replenishment (and weapon upgrades?) during combat

Current Ship::Resupply(), which handles refueling, the final stage of weapon part upgrades, and fighter replenishment, has no gates regarding combat. In a thread on Fighter revisions, Fighters shouldn't replenish on the turn you're in combat without a special feature or tech, as it is if you're in s...
by Dilvish
Wed Dec 05, 2018 11:20 pm
Forum: Play-Testing Feedback
Topic: Time and cost of items in Pedia
Replies: 2
Views: 4985

Re: Time and cost of items in Pedia

However, would it be easy to make the Pedia inform you, while in a game, of the specific time and cost for buildings where such data is constant? Note the "while in a game", I acknowledge the exacts values depends on the parameters (rules, constants) that can vary from game to game. Just ...
by Dilvish
Thu Nov 29, 2018 8:40 pm
Forum: Play-Testing Feedback
Topic: Finally tried 0.4.8...
Replies: 74
Views: 29502

Re: Finally tried 0.4.8...

Easy AI: It would be really nice if the AI didn't send colony and outpost ships to system that it *knows* are defended. What version are you playing? It's been quite a while since the AI should have stopped doing that with abandon. A remaining point of weakness is that if it has sent enough warship...
by Dilvish
Thu Nov 29, 2018 8:06 pm
Forum: Play-Testing Feedback
Topic: Recommended settings for best AI relative to human?
Replies: 10
Views: 7299

Re: Recommended settings for best AI relative to human?

No monsters, many specials, many natives, spiral galaxy, many starlanes. I disagree on specials, agree on the rest. My recollection is that the No Monsters setting changes the availability of other content, such as Ancient Ruins, which I think would probably make for an overall reduction of the cha...
by Dilvish
Thu Nov 29, 2018 7:56 pm
Forum: Other Game Design
Topic: Make Stargates zero-speed ships (not buildings)
Replies: 16
Views: 3789

Re: Make Stargates zero-speed ships (not buildings)

Or it could be a planet (an artificial one) instead of a ship. Once created, it gets standard defenses and an outpost, but you can't build anything on it, including colonies. It would contribute negatively to production and be destroyed if invaded. While I think that such a thing could be scripted,...
by Dilvish
Thu Nov 29, 2018 4:34 pm
Forum: Play-Testing Feedback
Topic: Recommended settings for best AI relative to human?
Replies: 10
Views: 7299

Re: Recommended settings for best AI relative to human?

To give more chances for a strong AI contender to arise, I generally play with at least 8-10 AI empires (Maniacal), and usually with a galaxy size of 25-30 systems per AI. Monsters at low or Medium, and I generally play with all the other settings at Medium also.
by Dilvish
Wed Nov 21, 2018 4:57 pm
Forum: General Discussion
Topic: Psychogenic Domination
Replies: 6
Views: 6740

Re: Psychogenic Domination

I've now augmented their gameplay description with the same style reference to the Telepathy article as the other telepathic species get
by Dilvish
Tue Nov 20, 2018 3:31 am
Forum: General Discussion
Topic: Understanding fighters and launch bays
Replies: 8
Views: 7618

Re: Understanding fighters and launch bays

Some of the stock ship designs and the AI when it designs ships seem to be unaware of this. Some stock ship designs might not have gotten an update when that aspect of launch bays was changed. Please post a PR or an Issue about any specific designs you notice as needing an update. The AI *did* get ...
by Dilvish
Tue Nov 20, 2018 3:25 am
Forum: Other Game Design
Topic: Discussion thread for Ingo Schwarze's patch
Replies: 18
Views: 2857

Re: Discussion thread for Ingo Schwarze's patch

Should i squash the commits and force-push for easier review? I should certainly do that before you pull because that back-and-forth would not provide any value for the history of your repo, i'm merely wondering if i should do it already right now... squashing doesn't really simplify the review, si...
by Dilvish
Tue Nov 20, 2018 3:08 am
Forum: General Discussion
Topic: Solved: Fighter Launch Capacity
Replies: 2
Views: 5724

Re: Solved: Fighter Launch Capacity

My recollection is that it's only doubled for interceptors