Search found 699 matches
- Thu Oct 02, 2014 4:27 pm
- Forum: Scripting & Balancing
- Topic: New Native Species (patch)
- Replies: 19
- Views: 4445
Re: New Native Species (brainstorming)
Can you give an example of usage of the already enabled summation? I looked through code/forums/existing content and couldn't find anything that worked. I tried various usage of Count/Number/NumberOf, none of which worked. Without the patch, the content I provided won't work.
- Thu Oct 02, 2014 8:33 am
- Forum: Scripting & Balancing
- Topic: New Native Species (patch)
- Replies: 19
- Views: 4445
Re: New Native Species (brainstorming)
Progress so far. Comments welcome. C++ * Enabled Sum in the parser. This could independently be submitted. See below for an example of its usage. (note: Mode syntax works exactly the same way, and is already enabled in the parser) Content * Gave the <yet to be named species> a species specific indus...
- Wed Oct 01, 2014 4:21 pm
- Forum: Programming
- Topic: RClick Colonize Planet
- Replies: 12
- Views: 2063
Re: RClick Colonize Planet
@Vezzra - actually, we should since discussions could literally take years. vincele's patch (have you posted it somewhere?) sounds like it solves one of the immediate problems. Additionally, I don't see colony ships going away, just having an additional (better) mechanism, so vincele's patch would s...
- Wed Oct 01, 2014 5:48 am
- Forum: Programming
- Topic: Giving more than one order possible ?
- Replies: 34
- Views: 6449
Re: Giving more than one order possible ?
@vincele - since it appears we are both trying to tackle the usability/micromanagement issues in colonization, did you get any further with any of this? I'm investigating the feasibility of going down this path: " colony base (built on empty, supply connected world with no enemy forces present ...
- Tue Sep 30, 2014 9:20 pm
- Forum: Scripting & Balancing
- Topic: New Native Species (patch)
- Replies: 19
- Views: 4445
New Native Species (patch)
Name: Katakun (irrelevant) Attributes: Telepathic, Self Sustaining No Industry* No Science Cannot build ships Cannot colonize Special ability: The sum of all Happiness within range is this planet's Production Points. This range is 1 starlane jump plus 1 additional starlane jump for each species with...
- Tue Sep 30, 2014 5:27 pm
- Forum: Programming
- Topic: RClick Colonize Planet
- Replies: 12
- Views: 2063
Re: RClick Colonize Planet
but which should it pick, given not only the issues that go into picking one from those in system, The "best" one, meaning the one that (in order) has the highest max population, has the highest starting population, and has the shortest route. But this is not needed for this patch. It is ...
- Mon Sep 29, 2014 5:08 am
- Forum: Programming
- Topic: RClick Colonize Planet
- Replies: 12
- Views: 2063
Re: RClick Colonize Planet
!fleet->Empty() apparently works just as well, as I ran into this defect while testing an earlier version.Dilvish wrote:filter out known destroyed objects,
- Mon Sep 29, 2014 12:38 am
- Forum: Programming
- Topic: RClick Colonize Planet
- Replies: 12
- Views: 2063
Re: RClick Colonize Planet
It's intended to be improvable, yes. Some of the potential improvements are controversial, hence starting basic.MatGB wrote:Basic but improvable?
- Mon Sep 29, 2014 12:26 am
- Forum: Scripting & Balancing
- Topic: Ki Spice Addicts (brainstorming)
- Replies: 10
- Views: 2610
Re: Ki Spice Addicts (brainstorming)
Micromanagement ensues. I see your point. Reverting to "Ki Spice planet owned". bad research and good pilots don't balance well Having a big research malus can be big trouble in the early to mid game What if it was just Bad Pilots (no Ki spice) vs Good Pilots (with Ki spice)? - This would...
- Sun Sep 28, 2014 11:03 pm
- Forum: Programming
- Topic: RClick Colonize Planet
- Replies: 12
- Views: 2063
RClick Colonize Planet
Here is a patch to right-click on a planet and order a colony ship to move to colonize it. This is merely a FleetMoveOrder(), it does not automatically colonize the planet once the colony ship arrives. Additionally, the selection of the colony fleet is very basic; it just selects the first valid col...
- Mon Sep 22, 2014 8:17 am
- Forum: Scripting & Balancing
- Topic: Ki Spice Addicts (brainstorming)
- Replies: 10
- Views: 2610
Re: Ki Spice Addicts (brainstorming)
Yes. The intention was to have "Ki Spike producing" = an owned planet with Ki Spice set to Growth.
- Mon Sep 22, 2014 7:31 am
- Forum: Scripting & Balancing
- Topic: Ki Spice Addicts (brainstorming)
- Replies: 10
- Views: 2610
Ki Spice Addicts (brainstorming)
Ki Spice Addiction (Species trait)
Without a Ki Spice producing world:
* Bad Pilots
* Good Research
With a Ki Spice producing world:
* Good Pilots
* Bad Research
Thoughts?
Without a Ki Spice producing world:
* Bad Pilots
* Good Research
With a Ki Spice producing world:
* Good Pilots
* Bad Research
Thoughts?
- Sun Sep 07, 2014 3:43 pm
- Forum: Play-Testing Feedback
- Topic: build 0.4.4 (minor colonization/sitrep ideas)
- Replies: 7
- Views: 848
Re: build 0.4.4 (minor colonization/sitrep ideas)
Setting aside the processing cost (I understand where that argument is coming from), habitable planets is very useful information to a player, probably on par with location of combat. Imagine if you had to go through the object search every turn to find where combat had occurred - that would be prob...
- Sun Sep 07, 2014 7:22 am
- Forum: Play-Testing Feedback
- Topic: build 0.4.4 (minor colonization/sitrep ideas)
- Replies: 7
- Views: 848
build 0.4.4 (minor colonization/sitrep ideas)
I like the changes in 0.4.4. * I like the new 'pedia header format. * I like that sitreps now wrap around. Two suggestions * It would be nice if the sitreps had categories that could be toggled on/off as a group. For example, an "Arrivals" category would contain all of the "Your/enemy...
- Sun Mar 23, 2014 11:21 pm
- Forum: Programming
- Topic: Add suitability report to planet panels
- Replies: 15
- Views: 2221
Re: Add suitability report to planet panels
Thumbs up on improvement. I'd recommend top best three, sorted best-to-worst. I'd recommend the species icon as opposed to the specie's name in text - but give it a hover text with the species name. This will save on space/clutter as well as give more graphics vs the already too text-heavy current i...