Tuesday, 2011-09-27

*** tpb has joined #freeorion00:00
*** VargaD has quit IRC00:13
*** poelzi has quit IRC00:24
*** VargaD has joined #freeorion00:42
*** VargaD has quit IRC00:54
*** STalKer-X has joined #freeorion03:38
*** STalKer-Y has quit IRC03:40
CIA-29FreeOrion: eleazzaar * r4298 /trunk/FreeOrion/ (changelog.txt default/eng_stringtable.txt default/techs.txt): some simplifications of the tech tree.03:53
*** VargaD has joined #freeorion05:49
*** tpb has joined #freeorion06:59
*** tpb has joined #freeorion09:56
*** poelzi has joined #freeorion10:55
*** em3 has joined #freeorion15:21
CIA-29FreeOrion: geoffthemedio * r4299 /trunk/FreeOrion/ (4 files in 2 dirs):16:53
CIA-29FreeOrion: -Removed lookup_strings field from ship design scripting format since this is always going to be true for scripted ship designs, so doesn't need to be parsed.16:53
CIA-29FreeOrion: -Changed flag for unproducible ship hulls, ship parts, and buildings from "producible = False" to "Unproducible".16:53
*** em3 has left #freeorion17:19
*** jordanschroder has joined #freeorion17:30
jordanschroderhello room. is there any way to turn off monsters?17:31
jordanschroderit's kind of ruining my game - plus they aren't that believable17:31
GeofftheMedioset life frequency to none17:37
GeofftheMedioif that's not enough, you can edit planet_specials.txt to remove the entries that create monsters17:38
GeofftheMediosetting specials frequency to none should also accomplish that17:38
jordanschroderthanks for the workaround! does setting life to none also remove the inhabited planets though?17:52
GeofftheMediolife to none will remove native / neutral planets, yes17:53
GeofftheMedioanother method would be to edit the monster spawn fleets file, and remove everything in it17:53
GeofftheMedioor set all the spawn limits to 017:53
GeofftheMediothen you can put the life frequency up again, but not get monsters17:53
jordanschroderthanks geoff I appreciate all this... I'm in the planet_specials.txt file and can't find any entries for "monsters"...17:54
GeofftheMedioancient ruins has some CreateShip effects17:55
GeofftheMediowhich make monsters17:55
GeofftheMedio(which are ships under the hood... or scales)17:55
jordanschroderahhhh17:56
jordanschrodergotcha17:56
jordanschroderso I found multiple entries for effects = CreateShip "xxx"17:57
jordanschroderwhich one do I play with and how?17:57
GeofftheMedioyou probably want to remove17:59
GeofftheMedio        EffectsGroup17:59
GeofftheMedio            scope = Source17:59
GeofftheMedio            activation = AND [17:59
GeofftheMedio                Not Turn low = 1 high = 9999917:59
GeofftheMedio                Random probability = 0.617:59
GeofftheMedio                Not WithinStarlaneJumps 1 Contains And [17:59
GeofftheMedio                    Planet17:59
GeofftheMedio                    OwnedBy AnyEmpire17:59
GeofftheMedio                ]17:59
GeofftheMedio            ]17:59
GeofftheMedio            effects = CreateShip "SM_GUARD_2"17:59
GeofftheMediofrom ancient ruins special17:59
jordanschroderdone. that won't affect the game i currently have running will it?18:01
GeofftheMediono.  That effectsgroup just acts on the first turn and creates a guard over the ancient ruins planet, which would attack any ships that enter the system18:01
GeofftheMediothat ship will still be there in your saved game18:01
jordanschroderokie dokie.18:02
GeofftheMedioif you want to delete all monsters in an existing game, you could add an effects to your imperial palace to destroy all monsters18:02
GeofftheMedioEffectsGroup18:04
GeofftheMedio    scope = Monster18:04
GeofftheMedioeffects = Destroy18:04
jordanschroderreally? in-game?18:05
GeofftheMedioyou'd need to edit buildings.txt18:05
GeofftheMedioadd that effectsgroup to the building18:05
GeofftheMediothen play a turn, and it will kick in18:05
jordanschroderfuck ya18:05
jordanschroderEffectsGroup18:08
jordanschroder            scope = Monster18:08
jordanschroder            effects = Destroy18:08
jordanschrodershould do it?18:08
GeofftheMedioI think so... haven't tested it18:08
jordanschroderi'll let you know in a minute18:08
GeofftheMedioalso, you need to put it in the right place in the file18:08
GeofftheMediohopefully that place should be easy to see18:09
jordanschroderBuildingType18:09
jordanschroder    name = "BLD_IMPERIAL_PALACE"18:09
jordanschroder    description = "BLD_IMPERIAL_PALACE_DESC"18:09
jordanschroder    buildcost = 2518:09
jordanschroder    buildtime = 1018:09
jordanschroder    location = And [18:09
jordanschroder        OwnedBy TheEmpire Source.Owner18:09
jordanschroder        TargetPopulation low = 1 high = 99918:09
jordanschroder    ]18:09
jordanschroder    captureresult = destroy18:09
jordanschroder    effectsgroups = [18:09
jordanschroderEffectsGroup18:09
jordanschroder            scope = Monster18:09
jordanschroder            effects = Destroy18:09
GeofftheMedioshould be ok...18:09
jordanschroderhere goes nothing18:09
CIA-29FreeOrion: geoffthemedio * r4300 /trunk/FreeOrion/default/space_monsters.txt: Removed additional lookup strings flags from space_monsters.txt.18:09
jordanschroderdidn't work18:11
GeofftheMediodid you end turn?18:11
jordanschroderya I'm a few turns in after saving buildings.txt18:12
jordanschroderand there are still a couple monsters floating around18:12
GeofftheMediocan you go into options, UI tab, and turn on autogenerated effects descriptions18:13
jordanschroderk18:13
GeofftheMediothen close the sidepanel, and then click on your home system18:14
GeofftheMedioand mouse over the imperial palace buildign18:14
jordanschroderonly lists 3 effects groups.18:15
jordanschrodernothing about the destroyed monsters18:15
jordanschroder(which haven't been destroyed yet)18:15
GeofftheMediodid you close and restart freeorion after editing the file?18:19
GeofftheMedioit's working for me...18:19
GeofftheMediooh18:20
GeofftheMedioif you installed in program files on windows, it's probably ignoring your edit18:20
GeofftheMedioyou may need to save buildings.txt to the desktop, and then manually copy over the file in program files (x86) / freeorion / default18:21
jordanschroderrunning OSX, never used Terminal before in my life.18:21
jordanschroderlol18:21
GeofftheMediooh18:21
jordanschrodermaybe i'll just wait until there's a toggle switch for them in options.18:21
jordanschroder:P18:21
GeofftheMedioI'd rather know why it's not working for you18:22
GeofftheMediowhere did you save the edited buildings.txt ?18:22
jordanschrodersame location as it was found18:22
GeofftheMediois there an extra effectsgroup if you start a new game?18:23
jordanschroderone sec18:23
jordanschrodernope. still the 3 initial effects groups18:25
GeofftheMediothen you're not editing the right file18:25
GeofftheMedio(assuming you've restarted freeorion since doing this editing)18:26
jordanschroderahhhh nope18:26
jordanschroder(i'm new to all this stuff)18:26
jordanschroderbrb18:26
jordanschroderAHA!18:27
jordanschrodersuccess.18:27
jordanschroderat least it is listed on the palace now. now i gotta go hunting to confirm18:28
jordanschroder:D18:28
jordanschroderworked!18:30
jordanschroderi could tell instantly because the supply lines indicated a neighbouring system where I knew one had eaten my scout this morning18:31
GeofftheMediothey are treacherous18:31
jordanschroderI think I'll be playing this a LOT more now.18:31
*** jordanschroder has quit IRC18:38
*** em3 has joined #freeorion18:49
*** em3 has quit IRC18:52
*** em3 has joined #freeorion18:53
*** em3 has left #freeorion19:48
*** VargaD has quit IRC22:41

Generated by irclog2html.py 2.5 by Marius Gedminas - find it at mg.pov.lt!