Glad forum is back.
I'm honestly not 100% sure I've fixed the forum. I've been messing around with some updates for our servers, which when it's done will hopefully stop stuff from crashing again for the foreseeable future, but the forum and website will likely flicker on and off a few more times ...
Search found 1621 matches
- Tue Dec 17, 2024 8:11 am
- Forum: General Forum
- Topic: New DLC
- Replies: 244
- Views: 775682
- Mon Aug 02, 2021 6:05 am
- Forum: Modding
- Topic: Map (table/array) sorting
- Replies: 2
- Views: 19450
Re: Map (table/array) sorting
But if I try to use rpairs instead, it complains about an "attempt to compare two nil values".
I don't actually have the code up, but, if I recall correctly, my rpairs is similar to the 'spairs' code you linked, but the sorting function works differently. In the code you linked, the sorting ...
I don't actually have the code up, but, if I recall correctly, my rpairs is similar to the 'spairs' code you linked, but the sorting function works differently. In the code you linked, the sorting ...
- Sun Aug 01, 2021 12:11 am
- Forum: Modding
- Topic: Adding Opil
- Replies: 3
- Views: 19936
Re: Adding Opil
How would I go about adding Opil crystals to all island worlds?
I don't have the code in front of me right now, but, off the top of my head...
The easiest option is probably to just write a for loop over the all_planets list that adds the opil special to any planet with the 'Island' type. There ...
I don't have the code in front of me right now, but, off the top of my head...
The easiest option is probably to just write a for loop over the all_planets list that adds the opil special to any planet with the 'Island' type. There ...
- Thu Feb 25, 2021 5:27 pm
- Forum: General Forum
- Topic: The AI might be a little too willing to nuke worlds.
- Replies: 4
- Views: 28848
Re: The AI might be a little too willing to nuke worlds.
The AI's short sighted use of bombs is really bad when two AI go to war though, as it basically ensures that the AI never benefits much from fighting another AI in the long term, since both sides will likely lose a lot of population, which in the long term greatly weakens the AI's late-game power ...
- Sun Feb 21, 2021 7:53 pm
- Forum: Testing
- Topic: Disconnected Colonists Testing
- Replies: 10
- Views: 48599
Re: Disconnected Colonists Testing
That feels inconsistent with disconnected harmonized aliens colonizing planets, then. Why does colonization result in immediate response that same turn while transporting them from planet to planet gives you a one-turn grace period? Either both should have an immediate response or both should have ...
- Sat Feb 20, 2021 7:11 pm
- Forum: General Forum
- Topic: Military transports are too strong
- Replies: 23
- Views: 81210
Re: Military transports are too strong
Once again something along the lines of MoO 2, where moving ships can't be boarded without shuttles or transporters, seems more balanced.
If the game were still in beta, I'd probably change "boarding pods" to "boarding shuttles", and make them easily intercepted by PD, like assault shuttles are ...
If the game were still in beta, I'd probably change "boarding pods" to "boarding shuttles", and make them easily intercepted by PD, like assault shuttles are ...
- Sat Feb 20, 2021 6:57 pm
- Forum: Testing
- Topic: Disconnected Colonists Testing
- Replies: 10
- Views: 48599
Re: Disconnected Colonists Testing
Moving Harmonized Lummox units to the new colony (with no Machine Altar yet) also resulted in not seeing the new disconnected artwork:
I've tried multiple ways now to make the disconnected population units show up and am just not seeing them, I'm afraid.
The problem here is that you're playing ...
I've tried multiple ways now to make the disconnected population units show up and am just not seeing them, I'm afraid.
The problem here is that you're playing ...
- Sat Feb 20, 2021 6:54 pm
- Forum: Testing
- Topic: Disconnected Colonists Testing
- Replies: 10
- Views: 48599
Re: Disconnected Colonists Testing
I'm on the In_Development branch, so I expected to see the new disconnected Teros but instead saw this:
Ok, figured it out. I made a mistake when importing Arioch's art for the unhappy disconnected Teros, so the game couldn't find the correct art asset, and ended up falling back on the generic ...
Ok, figured it out. I made a mistake when importing Arioch's art for the unhappy disconnected Teros, so the game couldn't find the correct art asset, and ended up falling back on the generic ...
- Sat Feb 20, 2021 4:37 am
- Forum: Testing
- Topic: Disconnected Colonists Testing
- Replies: 10
- Views: 48599
Re: Disconnected Colonists Testing
The planet is still under my control and will never reach the point of rebellion. So it does not appear that the disconnected update is currently working as intended on the In_Development branch.
Ok, I thought I knew where the bug was here, but it looks like I was wrong. Could you upload this ...
Ok, I thought I knew where the bug was here, but it looks like I was wrong. Could you upload this ...
- Sat Feb 20, 2021 12:44 am
- Forum: Testing
- Topic: Disconnected Colonists Testing
- Replies: 10
- Views: 48599
Re: Disconnected Colonists Testing
No, I'm going to stick with "unintended" or at the very least "contrary to reasonable player expectations given the patch notes."
Yeah, this is almost certainly a bug in the colony base code. Thanks for the report. (You can upload games for reference by going to Options, and selecting "upload ...
- Thu Feb 18, 2021 8:22 pm
- Forum: Testing
- Topic: Tinkering With Tinkers
- Replies: 16
- Views: 64998
Re: Tinkering With Tinkers
I guess it's mostly the "wait, wtf" experiences that stick in my head.
"wait, wtf" moments often make good bug reports, if you can remember to upload a game and write a post about how things went sideways when it happened ;)
It would be nice if ships in Refit weren't ignored entirely for that ...
"wait, wtf" moments often make good bug reports, if you can remember to upload a game and write a post about how things went sideways when it happened ;)
It would be nice if ships in Refit weren't ignored entirely for that ...
- Wed Feb 17, 2021 1:05 am
- Forum: General Forum
- Topic: The AI does not know fear (when it really should)
- Replies: 16
- Views: 59897
Re: The AI does not know fear (when it really should)
Its my opinion that there's something about using full destroyer-only fleets that just makes the AI dismiss your fleet strength completely. To them, no large ships equal helpless.
The problem, at a low level, is probably this formula (paraphrased from line 88 of design_evaluation.lua):
design ...
The problem, at a low level, is probably this formula (paraphrased from line 88 of design_evaluation.lua):
design ...
- Tue Feb 16, 2021 4:53 am
- Forum: Testing
- Topic: Tinkering With Tinkers
- Replies: 16
- Views: 64998
Re: Tinkering With Tinkers
At the very least, I think you'd be confused and afraid... but more likely enraged. Much more so than discontent colonists who simply don't like having Alien Rulers or who are upset because you took some slaves.
By the way, the discontent cyborg colonists mentioned in the Steam thread are now ...
By the way, the discontent cyborg colonists mentioned in the Steam thread are now ...
- Fri Feb 12, 2021 6:56 pm
- Forum: General Forum
- Topic: Cant stop tinker asteriod outposts
- Replies: 2
- Views: 26366
Re: Cant stop tinker asteriod outposts
Its kinda weird that tinkers are the only race that can just freely plop down their asteriod outposts in systems you have ships in. Other races give you a chance to hail their outpost ships and tell them you consider this system part of your territory. But the only way to stop tinker outposts is to ...
- Tue Feb 02, 2021 4:43 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1843
- Views: 2839378
Re: Report - Current Bugs and Issues
Game_9841. Why travel time from Vega to Rasalgethi is 1 turn, from Rasalgethi to Atria is also 1 turn, but directly from Vega to Atria is 3 turns?
You're the first person to notice this in the 4 years since the game was released!
My motion code has a rounding bug that sometimes causes things ...
You're the first person to notice this in the 4 years since the game was released!
My motion code has a rounding bug that sometimes causes things ...