[Free Orion] Free to Play 4X-Space Strategy

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Scutum Templi
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[Free Orion] Free to Play 4X-Space Strategy

Beitragvon Scutum Templi » 2. August 2012 21:01

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FreeOrion is a free, open source, turn-based space empire and galactic conquest (4X) computer game being designed and built by the FreeOrion project. FreeOrion is inspired by the tradition of the Master of Orion games, but is not a clone or remake of that series or any other game.


Am 20. Juli erschien Vorversion Nummer 2 für die Version 0.4.1. Mit dieser Version wurden zahlreiche, interessante Ergänzungen wie auch überfällige Verbesserungen vorgenommen.

Free Orion ist ein komplett community-basiertes Projekt ohne finanzielle Ambitionen. Umfangreich animierte Raumgefechte kann dieser Titel nicht bieten, dafür aber einen durchaus interessanten Ansatz eines Raum-Strategiespiels. Der Titel wird weiterhin entwickelt und weitere Versionen sind zu erwarten.

Die jüngsten Änderungen können hier nachgelesen werden.

Screenshots:

Spoiler (Öffnen)
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Edit: Es handelt sich um die Versionsnummer 0.4.1., nicht 4.1.

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Jaegerfeld
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Re: [FtP] Free Orion

Beitragvon Jaegerfeld » 4. August 2012 10:37

Genau genommen handelt es sich um 0.4.1

was doch eine klein wenig andere Aussage ist als 4.1

Merke: wer hier Sourceforgeprojekte postet, sollte sich vielleicht erst mal mit der üblichen Nomenklatur von Softwareprojekt Versionsnummern auseinandersetzen.

Gut ist es aber trotdem.
„Ich schätze mal, das kann jeder Online-Community passieren. Irgendwann stellen die höflichen und vernünftigen Leute fest, dass sie sich in dieser Gruppe nicht mehr aufhalten wollen. Also verschwinden die. Und diejenigen die übrig bleiben, erfahren nur noch die Leute die genau so wie sie drauf sind.“

=== David Gaider, Bioware ===

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Re: [FtP] Free Orion

Beitragvon Scutum Templi » 8. August 2012 13:58

Ah, danke für so eine konstruktive Belehrung, Jaegerfeld. Nehme ich von Dir doch immer gerne an, zumal dass ja Deine Hauptbeschäftigung hier zu sein scheint... :strategie_zone_294:

Merke: wer hier im Forum postet, sollte sich vielleicht erst mal mit der üblichen Höflichkeitsform beim Hinweis auf Detailfehler auseinandersetzen.

:strategie_zone_22:

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Re: [FtP] Free Orion

Beitragvon Scutum Templi » 17. März 2013 00:01

Gute Neuigkeiten für alle Free-Orion-Spieler! Die neue 0.4.2-Version ist erschienen und enthält eine ganze Reihe von Verbesserungen und Bugfixes.

Hier gehts zum Download.

Spoiler (Öffnen)
Key Changes:
since v0.4.1 July of 2012.
Very much improved, non-cheating AI. Sometimes experienced 4X players loose.
Many GUI enhancements and shortcuts.
Galactopedia expanded with game mechanics articles and many cross-links.
Batch production of ships now possible.
Improved sitrep notifications
Reworked stealth and detection
Almost everything has been enhanced, reworked, and better balanced.


Change Log

New Features / Improvements:
~ Very much improved AI.
~ ~ Added an AI aggression setting during game setup.
~ Keyboard presses should now account for the operating system language setting, and it should be possible to type non-Latin characters in-game as long as the appropriate character set is used in the selected stringtable file.
~ Added an objects list window, with collapsable rows showing objects containing other objects
~ ~ Objects list has an incomplete filtering function to control what objects are shown.
~ ~ Right clicking an object in the objects list give a command to data dump about that object to the messages window. (For debug purposes)
~ Added ion storms moving around the map. Ships and planets in storms have reduced stealth and detection.
~ Improved Sitrep
~ ~ Added type filters.
~ ~ Old sitrep entries are kept on later turns, and may be reviewed.
~ ~ Different icons for different event types
~ Added droplists to items on production queue to produce multiple items before being removed from the queue.
~ All ships produced by an empire on a single turn are now put into a single fleet, rather than a separate fleet for each ship.
~ Added a happiness meter to planets.
~ Disabled production of duplicate buildings when one already has been produced.
~ Various turn-processing and GUI speed improvements.
~ Added a Protection Focus
~ Reworked combat:
~ ~ An attacking ship will fire each of its weapons separately at independently-selected targets.
~ ~ A ship that is not visible on the map to an empire cannot be fired at by that empire's ships in battle until the ship fires on one of that empire's ships.
~ Reworked autosaving
~ ~ Autosaves are in a separate directory from regular saves
~ ~ There is a customizable limit on the number of autosaves to keep

Balancing:
~ Unified resource and fleet supply into a single meter: the Supply meter. Infrastructure is not involved.
~ ~ Outpost now provide 0 jump supply, and colonies 1 jump supply. Techs and buildings can extend that.
~ Removed infrastructure from having any effect on producing Industry or Research.
~ Greatly reduced the number of Theory techs that have no direct effect.
~ Adjusted price and research time of many techs.
~ Recallibrated Stealth & Detection Strength numbers
~ ~ to max around 100
~ ~ to work with the new mechanics
~ ~ Reduced detection ranges for ships and planets by roughly half.
~ Loosened requirements for Asteroid hulls/parts
~ ~ Asteroid processors are no longer shipyards, but must be built on a belt for a shipyard anywhere in the system to build asteroid hulls.
~ ~ Rock/Crystallized Armor Plating now requires an Asteroid Reformation Processor somewhere in the empire.
~ Rebalancing of weapons, ship hulls, armour, and shield parts.
~ Made Terraforming more expensive, and made it get more expensive for repeatedly terraforming the same planet.
~ Made colony ships more expensive.
~ Disable production of shipyards at outposts.
~ Adjusted Microgravity Industry to "Increases Industry by +5 on all Industry-focused colonies in system with an asteroid belt outposts. Additional asteriod outposts do not provide additional benefit."
~ Removed loophole that made Exobot Origin buildings cheaper than building Exobot colony ships on Exobot worlds.
~ Some rough species balancing:
~ ~ Weakened Trith with Narrow EP
~ ~ Strengthened Egassem with Ultimate Industry
~ ~ Strengthened Laenfa with Average Industry
~ ~ Strengthened Gyisache with Great Research
~ ~ Species with a starting weapons bonus now also start with more ships
~ Major Redo of Ground Troops:
~ ~ Protection focus now increases max troops to 200%
~ ~ Species Bonus/Malus is now multiplied
~ ~ Native planets and homeworlds now have a bonus to troops
~ ~ Outposts have weaker defenses
~ ~ Increased cost of Garrison Techs, and decreased capacity of Troop Pods
~ Increased penalties to population on poor and hostile planets.
~ Planet meters, such as population, can now be negative, which can lead to faster loss of population on uninhabitable planets.
~ Redstricted production of imperial palaces if an empire already has one that it produced.
~ Some buildings deduct from their planet's infrastructure, reducing benefits from having high infrastructure on those planets.
~ Added increasing cost to some ship hulls depending on the number of ships an empire owns.
~ Incrased amount of information players are sent about other empires, including capitals and their supply network.

Content:
~ More Game Concepts 'pedia entries.
~ Russian & French translation update.
~ Added Dampening Cloud monster
~ Added Planetary Evacuation
~ New ultimate detection strenght tech "Omni-scanners"
~ New detction strength booster special, Panopticon Complex
~ Added Philosopher Planet special
~ Added Furthest species
~ Added a ship speed boost effect to lighthouses
~ New engine ship parts
~ Added planetary shield and defense boosting techs.
~ Reworked stargate mechanics.
~ Made three of the indigenous species telepathic

Graphics:
~ New Focus & Planet meter icons with matching chart colors.
~ Sitrep icons.
~ More unique icons, especially fo ship parts.
~ Added scanlines to more places in GUI to indicate objects the player previously saw but can't see on the current turn.
~ Added multi-turn expanding ring effect for supernovae.

GUI:
~ Added one-click colonize and invade buttons to sidepanel. Selecting ships in the FleetWnd will override the default selection of ships to use for these actions.
~ Added cumulative weapon, structure, and sheild, information to fleets so it is easy to gauge a fleet's chance of winning.
~ Numpad keypresses now enter numbers when numlock is on, and act as arrow navigation keys in text edit widgets.
~ Added option to swap left and right mouse buttons, for left-handed players.
~ Added line to producible item tooltips to indicate that items must be unlocked.
~ Added key remapping function for hotkeys, via the file keymaps.txt
~ Recoloured most planet meters.
~ Added right-click popup menu commands to:
~ ~ set map / misc options (enabled in options screen).
~ ~ split damaged ships from a fleet.
~ ~ split unfueled ships from a fleet.
~ ~ scrap a whole fleet.
~ ~ have a fleet automatically explore.
~ ~ look up special icons in the 'pedia.
~ ~ look up ship designs in the 'pedia.
~ ~ generate planet-species suitability report
~ New Census tootlip that shows the species breakdown of the player's empire's population
~ Other empire resource icons have simple tooltips.
~ Adjusted contrast of progress bars.
~ Hid some details of projects on production queue when there is insufficient screen space.
~ Added red/green colour coding of colony predicted target populations on colonize button.
~ Added ! indicators on top of screen to indicate if PP or RP are going unspent.
~ ~ These indicators may be clicked to open the appropriate production / research screen.
~ Added thick starlane indicators in empire colour to show connected systems that can share production.
~ ~ The colour of these indicators is altered conspicuously when the group of systems has unspent PP available.
~ Alphabetized entries in most encyclopedia lists.
~ Added fleet summary statistics (number of ships, weapon strength, etc.) to fleet data panels in fleets window.
~ Added somewhat unsightly text indicator of star colour to system sidepanel.
~ Made popup menus less transparent by default.
~ Changed how names are shown for enemy ships and fleets.
~ Added Can Produce Ships and Can Colonize conditions to popups for ship designs in the production screen, to better indicate why they can / can't be produced at a location.
~ Added links to techs that can unlock buildings, ship hulls, and ship parts in their 'pedia entries.
~ Added empire summary icons for empire detection and a count of ships owned.
~ ~ Removed mineral and trade icons.
~ Added a plain-text stealth indicator to the building tooltip.

Bugs:
~ Disabled building shipyards at outposts.
~ Disabled the construction of any duplicate buildings at the same location. It is still possible to double-queue a building and get multiples.
~ Fixed longstanding font corruption with non-Latin text.
~ Partial fix for a crash with font text colours wrapping over line ending in the encyclopedia window. May still result in glitchy text colouring, but hopefully won't crash.
~ Fixed issue where some producible items would be replaced by empty space on their list.
~ Fixed issue where in-game options taking text would be saved as "1" instad of blank text.
~ Hopefully fixed crashes when manipulating fleets.
~ Fixed miscalculation of number of production projects in progress.
~ Fixed building indicator progress bar
~ Prevented ships from engaging in combat with planets of which they have only basic visibility.

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Re: [FtP] Free Orion

Beitragvon Scutum Templi » 17. August 2013 17:11

Gute Nachrichten für alle Fans von "Free Orion"! :strategie_zone_261:

Am 02.08.2013 ist die Version 0.4.3 erschienen und wartet mit zahlreichen Ergänzungen, Bugfixes und Content-Erweiterungen auf:

Spoiler (Öffnen)
Key Changes:
since v0.4.2 February 2013.
Shields now reduce damage, and all new shield & armor content
Many fixes and improvements to the AI
Detailed combat log display
Numerous GUI tweaks and improvements
Galaxy Generation is now based on a editable random seed
New clouds and nebulae on empty systems and moving around the galaxy.


Change Log

New Features / Improvements:
~ Fundamental change to ship shield mechanics: ship shields reduce the amount of damage suffered from a hit by a fixed value (determined by the shield strength stat), instead of providing additional structure that regenerates between battles
~ Reworked supply block / fleet movement blockade mechanics
~ ~ Supply blocks and fleet movement blockades have been harmonized to occur in the same situations
~ ~ Non-stationary ships no longer create blockades / supply-blocks
~ ~ Armed aggressive fleets arriving in a system and then remaining stationary will maintain any supply flow for their empire, and block it against enemies not already having armed aggressive fleets present.
~ ~ If armed aggressive fleets for two enemy empires arrive at a system at the same time, supply maintenance takes precedence over supply blocks -- they will each maintain supply for for their empire, and not block supply for the other, for so long as both sides remain and survive.
~ ~ An empire 'secures' use of a starlane as an exit from a system simply by having a fleet enter that system along that starlane. If no armed aggressive enemies were already present in the system, then passage through all exiting starlanes is secured for that empire so long as it maintains an armed aggressive fleet presence in that system.
~ ~ Passage of an empire's fleets through 'unsecured' starlanes exiting a blockaded system is blocked until the blockade is completely broken, by defeating all armed aggressive enemy forces present (previously movement was only halted for one game turn); exit along a 'secured' starlane will be allowed after the fleet has halted for at least one turn in the system, even if the blockade is not broken.
~ Raised max number of systems to 5000 in GUI.
~ ~ Note FreeOrion is balanced for and performs best with a galaxy in the low 100s of systems. Higher numbers make a game increasingly unbalanced and make rendering performance and turn processing times worse.
~ Many fixes and improvements to the AI
~ Added a configurable random seed value for galaxy generation
~ Made focus visible on detected planets a player doesn't control
~ Detailed combat log display
~ New Moderator player type in multiplayer mode
~ ~ Sees the full universe like an observer.
~ ~ Controls the length of turns.
~ ~ Can create and destroy objects, add or remove starlanes, and set ownership of objects.
~ ~ Can be used with no other human players and several AIs to have a more-controlled AI test arena than using observer mode.
~ Made fields visible if any part of them is within detection range, rather than their centre.

Content:
~ Major revision of shields/armor/weapons (due to the new shield mechanics)
~ ~ Added new shield techs and parts
~ ~ Added new armor techs and parts
~ ~ Rearranged tech tree for armor and shield techs
~ ~ ~ Changed starting techs: instead of basic shields players now get basic armor at the start of the game
~ ~ Completely reworked/rebalanced shield, armor and weapon parts stats, tech and build costs
~ ~ Adjusted space monsters accordingly
~ ~ Adjusted a few basic pre-made/starting ship designs, discarded the rest
~ ~ Adjusted affected species picks accordingly
~ ~ Reduced Acirema ship shield bonus to +1
~ Added molecular clouds that reduce ship shields, which spawn outside the galaxy and move in
~ Added nebulae that spawn on no-star systems.
~ Added more species write-ups
~ Added terraforming reversion building
~ Translation updates: Finnish, French, German, Italian, Polish, Spanish, Russian
~ Tweaks/refinements for Evacuation building
~ Concentration Camps now cause a lingering negative effect on population, of indefinite duration even if the camp is removed.
~ Fixed Solar Orbital Generator building description
~ Fixes to Psychogenic Domination and System Defense Mines techs
~ Corrected description of requirements for the Static Multicellular hull
~ Fixed Egassem species description
~ Tech tree reorganization and various adjustments to techs
~ To avoid confusion removed "can colonize" property from species that can't build ships
~ Fixed weapon species picks:
~ ~ Grant not only a specific refinement level, but also all preceding techs at the start of the game
~ ~ Lowered weapon tech for ultimate weapons from Laser 4 to Laser 3, adjusted premade ship design "Mark IV" accordingly

Graphics / GUI:
~ Replaced galaxy map toolbar button text with icons
~ Added detection range circles opacity control to galaxy map options
~ Added empire statistics to empires window
~ Sitrep window will not pop up if the design, research or production screens are open
~ Sitrep messages:
~ ~ Added sitrep message when tame monsters mature
~ ~ Added sitrep message upon total population loss from Concentration Camp
~ ~ Added sitrep messages for mines
~ ~ Added sitrep messages for Psychogenic Domination
~ ~ Reordered sitrep order of presentation; is now customizable via content files
~ Augmented census popup with tag/characteristic info
~ Reorganization of species description text
~ Planet and field icons in objects list
~ On the ship design screen ship parts are now hidden for which improved/refined parts have become available that are superior in every aspect (so, Laser 2 hides Laser 1 etc.)
~ Added "X" close buttons to objects list and pedia windows
~ Added aggregate fleet stats icons at top of fleet window
~ Moved focus drop box to top level of planet panel, out of the resources subpanel
~ Overhauled research screen rendering
~ ~ Rewrote rendering of tech panels.
~ ~ Adding tooltips to tech panels with details that are now not shown on the panel itself.
~ ~ Highlighted enqueued techs on tree.
~ ~ Tech panel mouseover and selection indicators
~ ~ Removed tech type buttons on tree filter
~ ~ Added prerequisites and unlocked techs to tech descriptions in pedia
~ ~ Removed tech navigator. Pedia entry for techs have equivalent links.
~ ~ SHIFT + single click enqueues a tech
~ ~ CTRL + double click enqueues a tech to top of queue
~ Ship stats of a ship design displayed on the ship design screen now take into account effects groups acting on a ship
~ Readjusted fleet window summary bar to show current stat rather than projected next turn values
~ Modified pedia panel "up" button behavior to always be enabled and to always go directly to the index, regardless of what page the view is currently on
~ Replaced pedia panel button text with arrow icons
~ Tweaked multiplayer default empire names, species and colors selection

Balancing:
~ Reduced required distance to moving ships for Collective Thought Network (from 500 to 200)
~ Species balancing:
~ ~ Having xenophobic species in an empire causes disruption (in form of maluses) for the colonies of the xenophobic species as well as for other colonies near them
~ ~ Xenophobic species get the Concentration Camp tech at the start of the game
~ ~ Reduced Etty detection range malus (from 20 to 9)
~ Increased chance for no star systems
~ Made Gas Giant Generator and Interstellar Lighthouse building bonuses non-stacking

Bugs:
~ Fixed spawning of Acirema guard ships so as to not be triggered by (player owned) Acirema ships
~ Fixed several issues with one click colonize/outpost buttons
~ Fixed issue with empty fleets appearing in-game after their ships have been destroyed
~ Various fixes/adjustments to Concentration Camps
~ Fixed issue that sometimes stars were stacked on top of each other during galaxy generation
~ Fixes for various issues with loading/saving games
~ Restricted speed bonuses granted by Infrastructure Ecology tech and Interstellar Lighthouse building to ignore immobile ships
~ Fixed stealth reducing effect of Interstellar Lighthouse building
~ Fixed display of system name for systems that have no star but do have planets
~ Fixed map hotkey issues
~ Fixed issue that production progress stops for ships if their design is deleted
~ Fixed non-working "Cancel Scrapping Ships" order for fleets
~ Fixed issue where planets that lost population and converted to outposts retained their focus setting
~ Fixed some crashes in research screen / tech tree
~ Fixed detection range circle overlap artifacts at high detection ranges
~ Fixed issues with fleet stat calculations
~ Fixed sometimes inaccurate population projections on colonize button and planet suitability report
~ Numerous other bug fixes


Quelle: http://www.freeorion.org/forum/viewtopi ... 830#p62830

Zum Download von Sourceforge geht es hier: http://sourceforge.net/projects/freeori ... n%200.4.3/

Viel Spaß beim Anspielen! :strategie_zone_4:

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Re: [Free Orion] Free to Play 4X-Space Strategy

Beitragvon 73CC7331 » 2. Januar 2014 22:13

Wie laufen die Kämpfe eigentlich ab ? Habe leider nichts im Web finden können, ebenso wenig Screenshots von den Schlachten.
Scientia potentia est!

Grafik Blender ohne Inhalt und immer wieder neu lackierter Dreck ? nein Danke...

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Re: [Free Orion] Free to Play 4X-Space Strategy

Beitragvon Scutum Templi » 9. März 2016 13:58

Im September letzten Jahres wurden übrigens die neue Free Orion-Version 0.4.5 veröffentlicht.

Hier die release notes:

http://www.freeorion.org/forum/viewtopi ... =12&t=9755

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Re: [Free Orion] Free to Play 4X-Space Strategy

Beitragvon peter » 11. März 2016 13:50

Ich habe 0.4.4 ausprobiert. Das Interface war so schlecht, dass ich es gelöscht habe, bevor es zu ersten Kampf gekommen ist. Somit kann ich die Frage leider nicht wirklich beantworten.
Laut allgemeiner Beschreibung ist ein taktischer Kampf vorgesehen:
"FreeOrion brings nation building to a galactic scale with its full-featured grand campaign and in-game racial histories, in addition to the classic 4X model of galactic conquest and tactical combat."

Version 0.4.5 hat sich bei mir erst gar nicht starten lassen.
Vor V0.5 werde ich es mir nicht noch einmal ansehen.