Search found 341 matches
- Sat Mar 14, 2015 7:57 pm
- Forum: Programming
- Topic: Early exobots in suitability report
- Replies: 17
- Views: 2768
Re: Early exobots in suitability report
Hum, now that I'm looking more seriously at upstreaming the suitability column for object list window patch set, I'm having issues with this. The implemented solution is suboptimal for that. I want the column to show currently available species. I think it's OK to show exobots in the encyclopedia su...
- Sat Mar 14, 2015 6:17 pm
- Forum: Programming
- Topic: new colonization wrt Super-tester
- Replies: 11
- Views: 2245
Re: new colonization wrt Super-tester
Here's one with the building preunlocked (easy one : default/preunlocked_items.txt)
Tested to allow super tester colonizing new worlds with outpost then colonybuilding...
Tested to allow super tester colonizing new worlds with outpost then colonybuilding...
- Sat Mar 14, 2015 5:02 pm
- Forum: Programming
- Topic: Python err msg in console
- Replies: 5
- Views: 1223
Re: Python err msg in console
Yep, without that patch I get the error messages, whereas with it they're gone.Dilvish wrote:Please check if that fixed it.
- Sat Mar 14, 2015 1:49 pm
- Forum: Programming
- Topic: new colonization wrt Super-tester
- Replies: 11
- Views: 2245
Re: new colonization wrt Super-tester
Here's a start, the building still needs to be unlocked, if anyone want to finish this and push it to the repo... I've renamed some IDs so that the script can be used to generate the SUPER_TESTER block too. And then regenerated col_buildings.txt with the modified version of the col_bld_gen.py. patch...
- Sat Mar 14, 2015 1:00 pm
- Forum: Programming
- Topic: new colonization wrt Super-tester
- Replies: 11
- Views: 2245
Re: new colonization wrt Super-tester
Uh, a building cannot be unlocked otherwise than with a tech ?
- Sat Mar 14, 2015 12:42 pm
- Forum: Programming
- Topic: new colonization wrt Super-tester
- Replies: 11
- Views: 2245
Re: new colonization wrt Super-tester
OK, but the building is not unlocked, where do I make that change ?
- Sat Mar 14, 2015 10:10 am
- Forum: Programming
- Topic: new colonization wrt Super-tester
- Replies: 11
- Views: 2245
Re: new colonization wrt Super-tester
tried : condition = Or [ Species name = "SP_ABADDONI" Species name = "SP_SUPER_TEST" ] instead of just: Species name = "SP_ABADDONI" Looks like we don't allow nested conditions, and "Or" condition does not seems used/usable... Anyone with another workaround id...
- Sat Mar 14, 2015 9:58 am
- Forum: Programming
- Topic: Python err msg in console
- Replies: 5
- Views: 1223
Re: Python err msg in console
Looks like it was the old savegame-thing : not reproduced with a fresh one... Sorry for the noise.
- Sat Mar 14, 2015 9:48 am
- Forum: Programming
- Topic: new colonization wrt Super-tester
- Replies: 11
- Views: 2245
new colonization wrt Super-tester
I wanted to test some patch of mine : I used the super tester takeover building, tried to colonize a new planet with an outpost, and the "human colony" building was not in the available list (even after a few turns). I looked at the failed condition, and it looks like it wants to have the ...
- Sat Mar 14, 2015 9:39 am
- Forum: Programming
- Topic: Python err msg in console
- Replies: 5
- Views: 1223
Re: Python err msg in console
By any chance is it possible you updated some AI files and not others? Assuming no on that, was that from immediately after loading a savegame? I just made some data structure changes that could cause those errors if trying to deal with old structures. I had intended to take steps to ensure compati...
- Sat Mar 14, 2015 8:30 am
- Forum: Programming
- Topic: Python err msg in console
- Replies: 5
- Views: 1223
Python err msg in console
I just saw those in the message window (maybe they're old and known) AI_Error: AI script error in "calculate_priorities": "'list' object has no attribute 'clear'" AI_Error: AI script error in "assign_colony_fleets_to_colonise": "'list' object has no attribute 'item...
- Fri Mar 13, 2015 10:48 pm
- Forum: Other Game Design
- Topic: Locking down windows
- Replies: 1
- Views: 771
Re: Locking down windows
I have some prototype patches to achieve that, but it's not polished enough...
- Mon Mar 09, 2015 5:17 pm
- Forum: FreeOrion Project
- Topic: Repository inaccessible!
- Replies: 17
- Views: 3692
Re: Repository inaccessible!
I like DVCS, my vote goes to any solution involving git. I cannot commit anything, but will be trying to help if such a migration is dedcided. My patch pile is in a quilt stack that I constantly rebase upon svn, so if i can migrate to local branches in a git repo, that would be better for me. But I ...
- Mon Mar 09, 2015 5:09 pm
- Forum: Programming
- Topic: Object list window: allow massive focus setting
- Replies: 37
- Views: 4509
Re: Object list window: allow massive focus setting
Looks OK (though didn't test, and assuming that method allows multiple selected rows to be restored). Can't do anything about committing it now though as sourceforge SVN is down... It's lightly tested, and works as intended for multiselection. No rush for commit, I've seen the sf.net problems, and ...
- Sun Mar 08, 2015 10:59 am
- Forum: Play-Testing Feedback
- Topic: Difficulty seeing number of turns for fleet move
- Replies: 9
- Views: 930
Re: Difficulty seeing number of turns for fleet move
I'd vote for doing both... As I said above, I already tried this and failed and gave up on it. It's not like this is my first work with the UI, so I think it's fair to say it's at least moderately hard, as in tricky to figure out. Yeah, that's why I asked first... But the two things can be done ind...