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CIA-80 | FreeOrion: geoffthemedio * r3222 /trunk/FreeOrion/universe/ (System.cpp Universe.cpp): | 00:37 |
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CIA-80 | FreeOrion: Added steps to object visibility calculations, and to visible starlanes | 00:37 |
CIA-80 | FreeOrion: determination so that if a fleet is moving between two systems that have no | 00:37 |
CIA-80 | FreeOrion: other way for an empire to see them, the two systems are at least basically | 00:37 |
CIA-80 | FreeOrion: visible, and the starlane along which the fleet is moving is visible. | 00:37 |
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aleksil | The newest svn fails to compile, output here: http://paste.ubuntu.com/296000/ | 04:33 |
tpb | Title: Ubuntu Pastebin (at paste.ubuntu.com) | 04:33 |
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CIA-80 | FreeOrion: geoffthemedio * r3223 /trunk/FreeOrion/ (5 files in 3 dirs): | 16:19 |
CIA-80 | FreeOrion: -Added stored options database entries for single player empire name, multiplayer player name and multiplayer server address | 16:19 |
CIA-80 | FreeOrion: -Hopefully fixed linux compile error in UniverseObject.h | 16:19 |
GeofftheMedio_ | aleksil: let me know if that fixed the compile error | 16:19 |
aleksil | GeofftheMedio_, yep, looks like it compiles fine now. | 16:22 |
GeofftheMedio_ | woo | 16:46 |
aleksil | A couple of questions about effects: | 17:07 |
aleksil | Is it possible to change buildtime with effects? | 17:07 |
aleksil | I'd like to have some buildings relatively cheap but slow to build, with techs to speed up the process later. | 17:09 |
aleksil | As far as I can tell the only way to do this at the moment is to have a new, faster building with the same effects as the old one. | 17:12 |
aleksil | Also, I'd like to have the effectiveness of some buildings and techs depend on habitability of the environment, modified by the presence of environment-specific techs or buildings. | 17:15 |
aleksil | The obvious way to do it is to have separate effects for each environment and relevant techs | 17:16 |
GeofftheMedio_ | with a few buts, effects act on objects in the game universe | 17:26 |
GeofftheMedio_ | buildings that haven't been produced yet aren't game objects, so you can't alter their cost or build time with an effect | 17:27 |
GeofftheMedio_ | if you want to make a building that does the same thing as another, but is cheaper, right now the best way would be to make two types of building | 17:28 |
GeofftheMedio_ | If you want a building's effects to only act on planets that have another building on them, then you can use a location condition in the effectsgroup to select only those planets | 17:28 |
GeofftheMedio_ | you can also use a condition to match objects owned by empires that have a particular tech | 17:29 |
aleksil | I'd like to have individual techs for each environment, researchable only if you have a colony with that environment. | 17:30 |
GeofftheMedio_ | there's no way to make a tech unresearchable by default, although you could have a tech that has a really expensive / effectively impossible to research prerequisite | 17:31 |
GeofftheMedio_ | and then have a special or tech that acts on planets of a particular environment, which makes the owner of those planets able to research a tech, regardless of whether its prerequisites ahve been researched | 17:32 |
aleksil | The effects would scale with the closest tech you have researched. Eg. terran tech would allow, say, half effect on ocean and desert worlds. | 17:32 |
GeofftheMedio_ | At least I think you can do that... not sure exactly how the lock / unlock effects work on techs | 17:32 |
GeofftheMedio_ | if you want to do that for a whole lot of tech and planet types, you'll probably need to use a lot of effectsgroups and it will get quite complicated... | 17:33 |
GeofftheMedio_ | there's no "distance from planet type X" property you could use, unfortunately | 17:34 |
GeofftheMedio_ | although you can use the planet environment quality conditions, which depend on the race on the planet... which in this case is always humans, which like terran planets most | 17:35 |
aleksil | Now that I think of it, I'd like to be able to tweak planet properties with techs. | 17:37 |
aleksil | Say, a tech could make all adequate environments treated as good | 17:38 |
aleksil | with the quality variable changed to match | 17:38 |
aleksil | I suspect it would take a fully general scripting language to do everything I'd like to do with techs and buildings, though | 17:40 |
GeofftheMedio_ | if you want adequate planets to be as good as good planets, make techs that give the same bonuses to adequate planets as good planets, optionally when another tech is researched | 17:44 |
GeofftheMedio_ | there's no way to reassign environment quality labels (good, adequate, poor, hostile). Perhaps once we have races in the game, this could be added, though, since the environment quality rating the race has for each planet type could be made modifyable | 17:45 |
GeofftheMedio_ | making effects be fully scriptable with Python was suggested, but rejected due to difficulty in debugging the results, and the resulting need to learn python to make game content | 17:46 |
aleksil | I should probably flesh out my ideas a bit more and post on the brainstorming forum | 17:50 |
GeofftheMedio_ | I was pondering just posting the chat log for future reference | 17:51 |
aleksil | That would work too. | 17:52 |
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CIA-80 | FreeOrion: geoffthemedio * r3224 /trunk/FreeOrion/ (4 files in 2 dirs): | 19:30 |
CIA-80 | FreeOrion: -Fixed problems with test for connectivity between systems based on system graph | 19:30 |
CIA-80 | FreeOrion: -Fixed some problems in AI scripts related to recent changes that could result in a ship not having a known ship design | 19:30 |
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CIA-80 | FreeOrion: geoffthemedio * r3225 /trunk/FreeOrion/ (13 files in 3 dirs): Went through various gamestate headers and reduced dependencies / coupling where possible. | 22:42 |
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