Notes on rev 5465

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yandonman
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Notes on rev 5465

#1 Post by yandonman »

  • Very much like the rogue fleets that roam around
  • Very much like the rogue bases that are scattered about
  • The AI didn't invade my planets
  • The AI is susceptible to lure and hit and run tactics :twisted:
  • The "sensor ghosts" are confusing and/or are buggy
  • Performance seems to be creeping in the wrong direction (post turn 100)
And still addicting as hell.
Code released under GPL 2.0. Content released under GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0.

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Geoff the Medio
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Re: Notes on rev 5465

#2 Post by Geoff the Medio »

yandonman wrote:The "sensor ghosts" are confusing and/or are buggy
Expected. Not sure how best to fix them yet.

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eleazar
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Re: Notes on rev 5465

#3 Post by eleazar »

Maybe it was luck, but the AI seemed much less effective since the previous binary. I got suspicious, so i peeked.

By turn 100 i had 16 systems, and the 4 AIs had between 3 and 7 systems each. There were empty systems and unguarded native planets within easy reach.

I don't think any of my edits would have effected the AI? Anybody else have the same experience?

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Dilvish
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Re: Notes on rev 5465

#4 Post by Dilvish »

I'm in the middle of a game where the AIs have been VERY aggressive, there are a couple different systems where myself and two AI have been taking control back and forth via invasions -- I take a system away from one AI only to have a different one swoop in and take it from me, hehe. I last updated & rebuilt from SVN last night & have a couple small tweaks to the AI that I hadn't uploaded yet, but I didn't think they'd be that major. My current executable says Rev 5364; I'll update & rebuild right now & test it out & let you know how it goes for me. I'll also upload these last couple tweaks to the AI.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0

Zireael
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Re: Notes on rev 5465

#5 Post by Zireael »

What is THIS?!

See attached pic.
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Geoff the Medio
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Re: Notes on rev 5465

#6 Post by Geoff the Medio »

Zireael wrote:What is THIS?!
I assume you mean the planet with apparently no owner but several buildings on it. Likely it's a very stealthy planet, so your scouts can't see its details, but can still see the buildings as they aren't being made as stealthy.

Zireael
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Re: Notes on rev 5465

#7 Post by Zireael »

Okay, but why do I see the system name and not the planet name in the sidebar?

(the pink AI player is Trith, btw)

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Geoff the Medio
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Re: Notes on rev 5465

#8 Post by Geoff the Medio »

Zireael wrote:Okay, but why do I see the system name and not the planet name in the sidebar?
Because the planet is stealthy, so its name is hidden, but the system is not stealthy, so its name isn't hidden. You may have already known the system name anyway, even if you couldn't see the system well enough to know it now. There might also be a special case rule about systems always being detectable enough to know their name in certain situations such that it's impossible to be able to see a system without knowing its name.

Zireael
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Re: Notes on rev 5465

#9 Post by Zireael »

eleazar wrote:Maybe it was luck, but the AI seemed much less effective since the previous binary. I got suspicious, so i peeked.

By turn 100 i had 16 systems, and the 4 AIs had between 3 and 7 systems each. There were empty systems and unguarded native planets within easy reach.

I don't think any of my edits would have effected the AI? Anybody else have the same experience?
Well, the pink player had me beaten. I wish the patch for endo-nerf was in...

Zireael
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Re: Notes on rev 5465

#10 Post by Zireael »

Another game, another weird thing. Grotto III.
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Geoff the Medio
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Re: Notes on rev 5465

#11 Post by Geoff the Medio »

Zireael wrote:Another game, another weird thing. Grotto III.
I don't see anything weird...

Zireael
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Re: Notes on rev 5465

#12 Post by Zireael »

It is green (i.e. mine) and has a colonize button. Why?

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Geoff the Medio
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Re: Notes on rev 5465

#13 Post by Geoff the Medio »

It's an outpost you control, which has no population so can be colonized.

Zireael
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Re: Notes on rev 5465

#14 Post by Zireael »

Well, the thing is, it's not an outpost, it's a planet. Which somehow mysteriously gained the colonize button at the very turn presented.

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Geoff the Medio
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Re: Notes on rev 5465

#15 Post by Geoff the Medio »

Outposts are a kind of planet. The colonize button is probably because you have a colony ship in the system that could colonize it.

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