Tuesday, 2010-10-12

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kraehemoin - i'm trying free orion 0.3.15, wondering how to focus from farming to a mix? Once I change focus, farming drops down to zero, step by step, till famine kill pop00:27
kraehethe first home planet does not have this problem, it will stick at 15/15 - only the first colonised planet00:28
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STalKer-X*shrug*00:40
kraeheI also wonder, how easy/difficult it would be to mod the game - the research tree is much to long, imho ( hoped on a MoO2 like game )00:44
kraehedo you know xconq? an old unix game that managed well, that AI adopts to changing rules00:45
GeofftheMediokraehe: in v0.3.15, if you start with a Gyiscahe planet, you should be able to change focus away from farming and still have enough food00:57
GeofftheMediomodding is very easy.  all techs are defined in techs.txt and can be replaced or modified00:57
kraehei can change the focus of the home planet - this will go down to 15 food production to keep food for people00:58
GeofftheMedio15 food is enough to feed a planet with population 1500:58
kraehebut any other terran colony will produce twice as much food as necessary - and nothing else00:58
STalKer-Xi dislike priorities, i'd like to micromanage my colonies :p00:59
kraeheand if i change ffocus to something else, it will decrease food prod till zero00:59
GeofftheMedioyou need to link up the other planet to somewhere that provides extra food, so that it can change to another non-food focus00:59
kraeheSTalKer-X, old MoO2 was better00:59
GeofftheMedioplanets are specialized, and can't do everything on isoloated planets01:00
STalKer-Xkraehe: better than what? ^^01:00
kraehebetter than MoO3 - and much better than freeorion, that is looking promision, but not yet playable01:01
GeofftheMediofreeorion isn't supposed to be playable yet01:01
GeofftheMediothat's why it's v0.3.15 and not v1.001:01
STalKer-Xwell, you see it at the version number... 0.3.15 opposed to 1.0.0 ;-)01:01
STalKer-Xmoo3 was fun too, just too bugged01:01
kraeheI normally use date as version number, e.g. today would be 10285 - old habit01:02
STalKer-Xand it disappointed all the fans that expected a moo2 like game ^^01:02
STalKer-Xthat was when all those fan-projects started, 7 years ago01:03
STalKer-Xto make a "better" moo3 that is more like moo2 :D01:03
kraehehttp://en.wikipedia.org/wiki/The_Mythical_Man-Month#The_second-system_effect <- MoO is one of the exection of this rule01:03
tpb<http://ln-s.net/7oAG> (at en.wikipedia.org)01:03
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CIA-81FreeOrion: geoffthemedio * r3815 /trunk/FreeOrion/ (4 files in 2 dirs): (log message trimmed)08:16
CIA-81FreeOrion: -Modified SetEmpireCapitol and SetEmpireStockpile effects to have versions of08:16
CIA-81FreeOrion: constructors that take an empire id ValueRef, to make them more flexible, and08:16
CIA-81FreeOrion: internal storage for this ValueRef. Constructors without that parameter are08:16
CIA-81FreeOrion: consistent with the old behaviour, which always acted on the empire of the08:16
CIA-81FreeOrion: target object's owner. Now the source or target object, or a constant empire08:16
CIA-81FreeOrion: id, can be specified instead. There is not yet parsing support for this,08:16
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CIA-81FreeOrion: geoffthemedio * r3816 /trunk/FreeOrion/ (3 files in 2 dirs):09:26
CIA-81FreeOrion: -Added parsing for SetEmpireCapitol and SetEmpireStockpile effects to take an (optional) empire id parameter, and to rename their parsed names from SetOwner... to SetEmpire... to match the new extra flexibility.09:26
CIA-81FreeOrion: -Updated those effects' dump output to reflected the new parsed names.09:26
CIA-81FreeOrion: -Updated uses of SetOwnerCapitol to SetEmpireCapitol in buildings.txt.09:26
CIA-81FreeOrion: geoffthemedio * r3817 /trunk/FreeOrion/universe/ (Effect.cpp EffectParser.cpp):10:21
CIA-81FreeOrion: -Added (untested) parsing for (nonfunctional) SetEmpireMeter effect.10:21
CIA-81FreeOrion: -Tweaked Dump output of SetEmpireMeter.10:21
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