Search found 219 matches

by LGM-Doyle
Sun Oct 08, 2017 2:14 pm
Forum: Other Game Design
Topic: add planet destroyer cannon ?
Replies: 40
Views: 4871

Re: add planet destroyer cannon ?

The Silent One, You could try this. I don't know if it will work for sure, but it is where I would start. In Orders.h add a protected virtual function shouldOrderPersist() with a default implementation similar to UndoImpl() that by default does not persist an order (i.e. returns false). Orders like ...
by LGM-Doyle
Wed Oct 04, 2017 7:10 pm
Forum: General Discussion
Topic: Sourceforge issues
Replies: 10
Views: 2207

Re: Sourceforge issues

Vezzra, I mistyped project while thinking repository. I meant add a repository to the freeorion github page, here . The other repos currently are: freeorion, freeorion.github.io, freeorion-sdk, freeorion-assets, GG and freeorion-utilities. Adding freeorion-test-builds, would solve the problem of clu...
by LGM-Doyle
Tue Oct 03, 2017 7:56 pm
Forum: General Discussion
Topic: Sourceforge issues
Replies: 10
Views: 2207

Re: Sourceforge issues

Vezzra, not in addition to, but only if it is less work than soureforge, you could create a new github project freeorion-test-builds just to provide pre-built binaries for testing. Then all the clutter is in one location, essentially labelled "clutter".
by LGM-Doyle
Thu Sep 21, 2017 8:57 pm
Forum: Play-Testing Feedback
Topic: AI colonisation performance is noticable improved recently.
Replies: 5
Views: 1100

Re: AI colonisation performance is noticable improved recent

That is what I thought, but I did not want to credit the improvement to the wrong person.

Thanks Morlic.
by LGM-Doyle
Thu Sep 21, 2017 7:20 pm
Forum: Play-Testing Feedback
Topic: AI colonisation performance is noticable improved recently.
Replies: 5
Views: 1100

AI colonisation performance is noticable improved recently.

As per the title. While play testing a recent variation of master, the AI is much more aggressively colonizing planets.

I missed exactly which PR made the improvement, so I don't know who to thank. Thanks all the same.
by LGM-Doyle
Wed Sep 20, 2017 8:35 pm
Forum: General Discussion
Topic: Multiplayer server up
Replies: 62
Views: 70393

Re: Multiplayer server up

Congratulations. I'm glad to see an ambitious change succeed.
by LGM-Doyle
Fri Sep 08, 2017 9:40 pm
Forum: Other Game Design
Topic: add planet destroyer cannon ?
Replies: 40
Views: 4871

Re: add planet destroyer cannon ?

I share Dilvish's concern that planetary destruction could be an un-fun mechanic. There is no give and take to a planetary destruction mechanic. With conquest, a player can strategically give up territory in a conflict and recover it later. There is an ebb and flow to conquest, which is fun. With pl...
by LGM-Doyle
Mon Sep 04, 2017 3:29 pm
Forum: Support
Topic: v0.4.7+ build 2017-08-03.595b29f
Replies: 26
Views: 5533

Re: v0.4.7+ build 2017-08-03.595b29f

AndrewW, now that it is working, are your still getting the jack server not running error in the console? Was the jack error a red herring?
by LGM-Doyle
Mon Aug 28, 2017 6:58 pm
Forum: Support
Topic: v0.4.7+ build 2017-08-03.595b29f
Replies: 26
Views: 5533

Re: v0.4.7+ build 2017-08-03.595b29f

Hello AndrewW. I have some questions. Are those logs from today? The dates in the ones that I looked at are 2016-04-13. When you are quitting freeorion are you making sure to kill any hung processes, freeorion and jack. Is jack working with any other application? What are some of your system specs: ...
by LGM-Doyle
Mon Aug 28, 2017 3:32 pm
Forum: Programming
Topic: 0.4.7.1 Bugfix Release: Which PRs/bugfix commits to include
Replies: 14
Views: 9346

Re: 0.4.7.1 Bugfix Release: Which PRs/bugfix commits to incl

I agree with Dilvish the starlane fix should be included even if it delays the bugfix release.

Of all the candidates for inclusion in a bugfix relase, I think it has the strongest case. The bug makes the game difficult to play and the fix is of limited scope.
by LGM-Doyle
Thu Aug 24, 2017 2:47 pm
Forum: Other Game Design
Topic: Add a "--continue" startup option and a "Continue" button
Replies: 22
Views: 2935

Re: Add a "--continue" startup option and a "Continue" butto

Dilvish wrote:(And we might even be able to expand on that to record all human player orders as we go).
This would be facilitated by a non-monolithic save file format. Currently, to add a single order to a save file would require writing a whole save file.
by LGM-Doyle
Thu Aug 24, 2017 2:39 pm
Forum: Play-Testing Feedback
Topic: Game crashes issue 1680
Replies: 18
Views: 2510

Re: Game crashes issue 1680

Just reviewing and answering questions here on the boards can take a surprisingly long time.... I spent yesterday fixing the problem rather than commenting. It is unfortunate that things like MatGB's newest species lost a week of testing on some platforms. Vezzra made the right call. Vezzra should ...
by LGM-Doyle
Tue Aug 22, 2017 8:10 pm
Forum: Dev Blogs
Topic: I'm busy!
Replies: 69
Views: 64693

Re: I'm busy!

I will be unexpectedly absent last week. :wink:
by LGM-Doyle
Mon Aug 14, 2017 7:54 pm
Forum: Other Game Design
Topic: Add a "--continue" startup option and a "Continue" button
Replies: 22
Views: 2935

Re: Add a "--continue" startup option and a "Continue" butto

I was working on and have completed the following changes to the PR: the continue functionality uses the newest save of either autosave or player save variety the Continue and Load buttons on the Intro Menu are always present if there is an available save. (And absent if there are no saves to be loa...
by LGM-Doyle
Mon Aug 14, 2017 3:21 pm
Forum: Other Game Design
Topic: Add a "--continue" startup option and a "Continue" button
Replies: 22
Views: 2935

Re: Add a "--continue" startup option and a "Continue" butto

Consider also an option for autosaving every X minutes The current autosave feature already saves every turn. If the game crashes the continue will use the last autosave, so the only play lost is from the last autosave until the moment of the crash. what is the reasoning for not allowing 'Continue'...