Two things found

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Scara
Space Kraken
Posts: 142
Joined: Thu Apr 23, 2015 11:21 am

Two things found

#1 Post by Scara »

on build.83d4257

Hello!

1. It seems the effect of Nascent Artificial Intelligence isn't active on planets that have a estimated population of 0, but haven't reached it yet.
I noticed on a poor planet I populated, when I was late researching symbiotic biology. As soon the planets est. pop went to 2, NAI kicked in.
Pedia says population should have no effect on the bonus.

2. In the research section, some techs seem to be not properly connected...
It's some kind wierd as it sometime would appear correctly.
Bildschirmfoto206.jpg
Bildschirmfoto206.jpg (49 KiB) Viewed 459 times

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MatGB
Creative Contributor
Posts: 3310
Joined: Fri Jun 28, 2013 11:45 pm

Re: Two things found

#2 Post by MatGB »

For the former, yes, had never noticed before

Code: Select all

Tech
    name = "LRN_ARTIF_MINDS"
    description = "LRN_ARTIF_MINDS_DESC"
    short_description = "RESEARCH_SHORT_DESC"
    category = "LEARNING_CATEGORY"
    researchcost = 25 * [[TECH_COST_MULTIPLIER]]
    researchturns = 4
    prerequisites = "LRN_ALGO_ELEGANCE"
    effectsgroups = [
        EffectsGroup
            scope = And [
                ProductionCenter
                OwnedBy empire = Source.Owner
                NOT TargetPopulation low = 0 high = 0
            ]
            effects = SetTargetResearch value = Value + 10 * [[RESEARCH_PER_POP]]
    ]
    graphic = "icons/tech/basic_autolabs.png"
I have zero clue why it would be gated by target population not current, nor why it would have low/high both 0, that's weird.

Anyone remember why that was done? Can it be rewritten to be clearer?

Re the second, Geoff's in the process of doing some work on the tech tree, it's all very new, what were your display options? The new 'partial unlocked' filter is doing strange things that I don't yet understand but will ask for explanations of when it's finished.
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

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Vezzra
Release Manager, Design
Posts: 6095
Joined: Wed Nov 16, 2011 12:56 pm
Location: Sol III

Re: Two things found

#3 Post by Vezzra »

MatGB wrote:Anyone remember why that was done? Can it be rewritten to be clearer?
If no one can remember why it's there in the first place, just kick it out.

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Geoff the Medio
Programming, Design, Admin
Posts: 13587
Joined: Wed Oct 08, 2003 1:33 am
Location: Munich

Re: Two things found

#4 Post by Geoff the Medio »

Scara wrote:2. In the research section, some techs seem to be not properly connected...
It's some kind wierd as it sometime would appear correctly.
Bildschirmfoto206.jpg
You've hidden partially unlocked techs, but have shown locked techs. You've researched Algorithmic Elegance, but not The Physical Brain, so Translinguistics has one (but not both) prerequisites researched, so is considered partially unlocked, and not shown. Psionics has no researched prerequisites, so is locked, so is shown as requested by your settings.

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