I'm using a Radeon HD 6520G.
Edit: I should probably add that I'm using the Mesa open-source driver. I've tried the official AMD drivers for Linux and I've had nothing but problems with them. Well, more problems than I've had with Mesa, but I suppose that's the best I can ask for when it comes to ...
Search found 296 matches
- Mon Nov 05, 2018 4:34 am
- Forum: General Forum
- Topic: SiS playable on Linux with Steam Play aka Proton
- Replies: 2
- Views: 8144
- Mon Nov 05, 2018 3:34 am
- Forum: Modding
- Topic: Population Panel Mod
- Replies: 29
- Views: 141476
Population Panel Mod
This was actually originally a part of siyoa's UI mod, but I figured I should make it available here as a stand-alone mod in case anyone wanted it.
It adds a new side panel, the "Population Report" that shows all of the different species on each planet in your empire. The buttons and mini-planets ...
It adds a new side panel, the "Population Report" that shows all of the different species on each planet in your empire. The buttons and mini-planets ...
- Mon Nov 05, 2018 3:21 am
- Forum: Modding
- Topic: Autodesign and AI Ship Variety
- Replies: 30
- Views: 379849
Re: Autodesign and AI Ship Variety
Yeah, part of the reason I put this down for a while. I think there were some general improvements also so it may be worth dusting off though. I can't remember exactly but I think it had to do with the AI never fitting ships with heavy weapons. I also remember overhauling how the autodesigner picked ...
- Mon Nov 05, 2018 12:25 am
- Forum: General Forum
- Topic: SiS playable on Linux with Steam Play aka Proton
- Replies: 2
- Views: 8144
SiS playable on Linux with Steam Play aka Proton
I recently found about about Proton aka Steam Play, which is basically Valve's custom fork of WINE with built-in support from the Steam UI, so I thought I'd give SiS a try on my Ubuntu-MATE 18.04 system. Aside from red giants not displaying correctly, it seems to work pretty well!
https://i.imgur ...
https://i.imgur ...
- Thu Nov 01, 2018 6:03 pm
- Forum: Modding
- Topic: Strategic AI Mod
- Replies: 90
- Views: 2015489
Re: Strategic AI Mod
I'm not sure if the AI buying ships from the merc pool would really disrupt the player that much. To me it looks more like a general issue of the player not knowing when new and better merc ships become available, which becomes exacerbated when the AI can start buying out mercenaries as well. Just ...
- Sat Aug 25, 2018 10:47 am
- Forum: Modding
- Topic: Strategic AI Mod
- Replies: 90
- Views: 2015489
Re: Strategic AI Mod
I think we have a good picture for how mercenary hiring AI would look now, probably something like this:
Budgeting for Mercenaries:
- budget based on coin income vs mercenary upkeep
- reserve a small amount of coin income * number of planets for economy, and of the rest spend no more than half on ...
Budgeting for Mercenaries:
- budget based on coin income vs mercenary upkeep
- reserve a small amount of coin income * number of planets for economy, and of the rest spend no more than half on ...
- Sat Aug 25, 2018 9:08 am
- Forum: Modding
- Topic: Ship Damage Mod
- Replies: 13
- Views: 23746
Re: Ship Damage Mod
Can you please also set normal damage for planets?
Note: the mod gives consdierable advantage to ships using repair module which Tinkers do per default :)
I should pay closer attention to how well those ships do, but I did play some battles against AI Tinker and didn't notice them being that ...
Note: the mod gives consdierable advantage to ships using repair module which Tinkers do per default :)
I should pay closer attention to how well those ships do, but I did play some battles against AI Tinker and didn't notice them being that ...
- Fri Aug 24, 2018 4:59 pm
- Forum: Testing
- Topic: cheating AI and inept allies
- Replies: 4
- Views: 22134
Re: cheating AI and inept allies
2. Allies flee when they have the advantage but help when they have no chance.
This is the most aggravating. In a combined effort to stop an invading force, when our combined fleets would be able hold them off, my allies run to the next star system, leaving me out numbered. Yet, when they have ...
This is the most aggravating. In a combined effort to stop an invading force, when our combined fleets would be able hold them off, my allies run to the next star system, leaving me out numbered. Yet, when they have ...
- Thu Jul 12, 2018 8:23 pm
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3494660
Re: Suggest - Features and Improvements
Something should probably be done about the ship design UI to make it clearer that the list of available mods for a part can be interacted with.
It seems like a common issue that people don't realize that you can enable mods in the ship designer (I also have to admit that when I started playing I ...
It seems like a common issue that people don't realize that you can enable mods in the ship designer (I also have to admit that when I started playing I ...
- Thu Jul 12, 2018 8:16 pm
- Forum: General Forum
- Topic: Gremak hereditary monarchy
- Replies: 11
- Views: 20091
Re: Gremak hereditary monarchy
So if I'm parsing things correctly, it's less hereditary in principle and more because the natural advantages (size, poison, coloration) of the aristocratic lineages make them the best situated to seize a position of power once they hit adulthood?
From the sound of it, it's hereditary because ...
From the sound of it, it's hereditary because ...
- Mon Jun 04, 2018 3:08 pm
- Forum: Testing
- Topic: Testing the Current Diplomacy Changes
- Replies: 59
- Views: 130552
Re: Testing the Current Diplomacy Changes
3. Large relationhip penalty if voting against alliance member if they have more pop (This is probably the best way to emulate the will to "win" for the AI as it serves as a soft mechanic to make the AI "aware" of the competition that serves as the key motivating factor for player behaviour)
This ...
This ...
- Wed May 30, 2018 3:21 pm
- Forum: Testing
- Topic: Testing the Current Diplomacy Changes
- Replies: 59
- Views: 130552
Re: Testing the Current Diplomacy Changes
Sounds really promising! Won't be able to try out the new changes for a bit (in the middle of moving house, and some projects on the go) but I'm really looking forwards to playing my next game.
- Fri May 25, 2018 1:31 pm
- Forum: Modding
- Topic: Strategic AI Mod
- Replies: 90
- Views: 2015489
Re: Strategic AI Mod
I think it is safe to assume that mercanary hiring and ensavement/hqarmonisation will not be touched upon in the near future with the update for diplomacy around the corner and the DLC seemeingly being underway which will surely shake up some of the systems in late game (or at least terraforming ...
- Fri May 25, 2018 1:17 pm
- Forum: Modding
- Topic: Autodesign and AI Ship Variety
- Replies: 30
- Views: 379849
Re: Autodesign and AI Ship Variety
There are several version of ships occuring with no visible difference
Especially for Humans: thre are three starting Destroyer, Light Cruiser and Heavy Cruiser designs - all the same.
Yeah, doing it that way made implementation a bit simpler and I figured it was harmless, since the player never ...
Especially for Humans: thre are three starting Destroyer, Light Cruiser and Heavy Cruiser designs - all the same.
Yeah, doing it that way made implementation a bit simpler and I figured it was harmless, since the player never ...
- Fri May 25, 2018 6:22 am
- Forum: Modding
- Topic: Strategic AI Mod
- Replies: 90
- Views: 2015489
Re: Strategic AI Mod
I don't think so.
I did have some variations on the AI strategy cards system sitting around, but I wasn't really satisfied with it, so it was never released.
If sven doesn't get to it first I'd like to someday look into what it might take to implement mercenary hiring for AI Phidi and enslavement ...
I did have some variations on the AI strategy cards system sitting around, but I wasn't really satisfied with it, so it was never released.
If sven doesn't get to it first I'd like to someday look into what it might take to implement mercenary hiring for AI Phidi and enslavement ...