Sunday, 2009-10-18

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CIA-80FreeOrion: geoffthemedio * r3222 /trunk/FreeOrion/universe/ (System.cpp Universe.cpp):00:37
CIA-80FreeOrion: Added steps to object visibility calculations, and to visible starlanes00:37
CIA-80FreeOrion: determination so that if a fleet is moving between two systems that have no00:37
CIA-80FreeOrion: other way for an empire to see them, the two systems are at least basically00:37
CIA-80FreeOrion: visible, and the starlane along which the fleet is moving is visible.00:37
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aleksilThe newest svn fails to compile, output here: http://paste.ubuntu.com/296000/04:33
tpbTitle: Ubuntu Pastebin (at paste.ubuntu.com)04:33
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CIA-80FreeOrion: geoffthemedio * r3223 /trunk/FreeOrion/ (5 files in 3 dirs):16:19
CIA-80FreeOrion: -Added stored options database entries for single player empire name, multiplayer player name and multiplayer server address16:19
CIA-80FreeOrion: -Hopefully fixed linux compile error in UniverseObject.h16:19
GeofftheMedio_aleksil: let me know if that fixed the compile error16:19
aleksilGeofftheMedio_, yep, looks like it compiles fine now.16:22
GeofftheMedio_woo16:46
aleksilA couple of questions about effects:17:07
aleksilIs it possible to change buildtime with effects?17:07
aleksilI'd like to have some buildings relatively cheap but slow to build, with techs to speed up the process later.17:09
aleksilAs 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
aleksilAlso, 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
aleksilThe obvious way to do it is to have separate effects for each environment and relevant techs17:16
GeofftheMedio_with a few buts, effects act on objects in the game universe17:26
GeofftheMedio_buildings that haven't been produced yet aren't game objects, so you can't alter their cost or build time with an effect17:27
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 building17:28
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 planets17:28
GeofftheMedio_you can also use a condition to match objects owned by empires that have a particular tech17:29
aleksilI'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 prerequisite17:31
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 researched17:32
aleksilThe 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 techs17:32
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, unfortunately17:34
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 most17:35
aleksilNow that I think of it, I'd like to be able to tweak planet properties with techs.17:37
aleksilSay, a tech could make all adequate environments treated as good17:38
aleksilwith the quality variable changed to match17:38
aleksilI suspect it would take a fully general scripting language to do everything I'd like to do with techs and buildings, though17:40
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 researched17:44
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 modifyable17:45
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 content17:46
aleksilI should probably flesh out my ideas a bit more and post on the brainstorming forum17:50
GeofftheMedio_I was pondering just posting the chat log for future reference17:51
aleksilThat would work too.17:52
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CIA-80FreeOrion: geoffthemedio * r3224 /trunk/FreeOrion/ (4 files in 2 dirs):19:30
CIA-80FreeOrion: -Fixed problems with test for connectivity between systems based on system graph19:30
CIA-80FreeOrion: -Fixed some problems in AI scripts related to recent changes that could result in a ship not having a known ship design19:30
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CIA-80FreeOrion: 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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