Search found 43 matches
- Mon Sep 08, 2014 9:09 pm
- Forum: Play-Testing Feedback
- Topic: AI doesn't move at all
- Replies: 25
- Views: 2834
Re: AI doesn't move at all
2014-09-08 23:05:36,111 DEBUG AI : Python module search path: /usr/lib64/python27.zip:/usr/lib64/python2.7/:/usr/lib64/python2.7/plat- linux2:/usr/lib64/python2.7/lib-tk:/usr/lib64/python2.7/lib-old:/usr/lib64/python2.7/lib-dynload 2014-09-08 23:05:36,111 DEBUG AI : Initializing C++ interfaces for ...
- Mon Sep 08, 2014 3:04 pm
- Forum: Play-Testing Feedback
- Topic: AI doesn't move at all
- Replies: 25
- Views: 2834
Re: AI doesn't move at all
I typed it each time. 2014-09-08 16:58:16,717 ERROR AI : File "/home/gvdm/freeorion-code/FreeOrion/default/AI/InvasionAI.py", line 16 2014-09-08 16:58:16,717 ERROR AI : Timer = timing.Timer" 2014-09-08 16:58:16,717 ERROR AI : ^ 2014-09-08 16:58:16,717 ERROR AI : SyntaxError: EOL while...
- Mon Sep 08, 2014 6:33 am
- Forum: Play-Testing Feedback
- Topic: AI doesn't move at all
- Replies: 25
- Views: 2834
Re: AI doesn't move at all
As follows: Help on module timing: NAME timing FILE /home/gvdm/freeorion-code/FreeOrion/default/AI/timing.py CLASSES __builtin__.object Timer class Timer(__builtin__.object) | Methods defined here: | | __init__(self, timer_name, write_log=False) | Creates timer. Timer name is name that will be in lo...
- Sun Sep 07, 2014 8:49 pm
- Forum: Play-Testing Feedback
- Topic: AI doesn't move at all
- Replies: 25
- Views: 2834
Re: AI doesn't move at all
A little more interesting, I replaced all occurences of from timing import Timer with import timing Timer = timing.Timer as suggested and this results in 2014-09-07 22:39:36,989 ERROR AI : File "freeorion-code/FreeOrion/default/AI/InvasionAI.py", line 16, in <module> 2014-09-07 22:39:36,98...
- Sun Sep 07, 2014 7:03 pm
- Forum: Play-Testing Feedback
- Topic: AI doesn't move at all
- Replies: 25
- Views: 2834
Re: AI doesn't move at all
The svn status just shows I added __init__.py and edited FreeOrionAI.py to make below happen, otherwise, it is exactly as SVN repo. Making FreeOrionAI.py import Timer first makes it throw the error first: 2014-09-07 20:52:51,940 ERROR AI : Traceback (most recent call last): 2014-09-07 20:52:51,940 E...
- Sun Sep 07, 2014 4:08 pm
- Forum: Other Game Design
- Topic: Resources
- Replies: 23
- Views: 3861
Re: Resources
Note, I'm still in favour of focus boosting the bonus to the applied focus but still having the some of other produced (maybe 20% of the value of the focused). For all of the reasons noted above by Zireael and others. It makes for a less sensitive game.
- Sun Sep 07, 2014 3:49 pm
- Forum: Play-Testing Feedback
- Topic: AI doesn't move at all
- Replies: 25
- Views: 2834
Re: AI doesn't move at all
It looks like default/AI/__init__.py is no longer in the repository -- I'll try to track down what happened, and fix it in svn. If you don't have one in your default/AI folder, then just create a blank one such as with touch default/AI/__init__.py and see if that fixes things No joy with __init__.p...
- Sun Sep 07, 2014 3:03 pm
- Forum: Play-Testing Feedback
- Topic: AI doesn't move at all
- Replies: 25
- Views: 2834
Re: AI doesn't move at all
Yep, I came across it as well. At the beginning I see: 2014-09-07 16:22:22,518 ERROR AI : File "freeorion-code/FreeOrion/default/AI/InvasionAI.py", line 14, in <module> 2014-09-07 16:22:22,519 ERROR AI : from timing import Timer 2014-09-07 16:22:22,520 ERROR AI : ImportError: cannot import...
- Sun Sep 07, 2014 2:42 pm
- Forum: Play-Testing Feedback
- Topic: AI doesn't move at all
- Replies: 25
- Views: 2834
Re: AI doesn't move at all
Attached
- Sun Sep 07, 2014 2:33 pm
- Forum: Play-Testing Feedback
- Topic: AI doesn't move at all
- Replies: 25
- Views: 2834
AI doesn't move at all
Recently built 0.4.4 (r7696) to have another go at FO but was dissappointed when the AI never moved any ships (or took any actions at all it would seem) on any of my games. The AI was tried on Maniacal, Aggressive and Typical. What further debug information is needed? Running on Fedora built with li...
- Thu Apr 04, 2013 12:38 pm
- Forum: Other Game Design
- Topic: Resources
- Replies: 23
- Views: 3861
Re: Resources
You are correct in that this patch is not as necessary as it used to be. I do still however feel that this is nicer than having a cultural archives building for the express purpose of allowing both production and research simultaneously (at num_planets=1). This rather than changes the way the resear...
- Sat Mar 16, 2013 12:43 pm
- Forum: Other Game Design
- Topic: Resources
- Replies: 23
- Views: 3861
Re: Resources
This patch is meant to enable both production and research to take place on a planet with focus being a boost rather than an enabling toggle. Weights on Effects would have a scope much beyond this type of situation. At the moment multiplicative effects are largely unused to due uncertainty of stacki...
- Wed Mar 13, 2013 6:43 pm
- Forum: Other Game Design
- Topic: Resources
- Replies: 23
- Views: 3861
Re: Resources
...and it's back again. This time round the changes were way more simple due to macros being around. I spent most of my time hunting after a typo, "Scope = = [". What still annoys me is effects ordering, that is, I would like the focus multiplier to kick in after all the techs and specials...
- Tue Mar 12, 2013 9:59 am
- Forum: Programming
- Topic: Patch: Prefer GIGIDIR over pkgconfig
- Replies: 5
- Views: 722
Re: Patch: Prefer GIGIDIR over pkgconfig
* woops, it was applied it seems - ignore this post
- Mon Mar 11, 2013 2:32 pm
- Forum: Play-Testing Feedback
- Topic: Impressions about 0.4.2
- Replies: 8
- Views: 1404
Re: Impressions about 0.4.2
* The AIs keep thousands of fleets of 2-3 ships in each planet, to make more difficult calculate their forces. Perhaps the window showing the fleets should summarize the total structure/attack for each empires fleets? This way you can see at a glance the total firepower sitting in a system without ...