Search found 1158 matches

by Ophiuchus
Thu Feb 20, 2020 11:41 am
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 174

Re: Reviewing attackers/targets processing in CombatSystem.cpp

Automatic analysis of conditions is possible but not realistic. What do you mean? Obviously, you don't refer to evaluating them (calculating "targets" corresponding to those conditions). I meant logically deducing if a condition tree is invariant/which keys you would need to use for caching (extern...
by Ophiuchus
Thu Feb 20, 2020 11:26 am
Forum: General Discussion
Topic: Eighth game on the multiplayer slow game server (0.4.9 KISS targets hard)
Replies: 58
Views: 537

Re: Eighth game on the multiplayer slow game server (0.4.9 KISS targets hard)

The L29ah empire looks very promising as a center of science, it seems its home and neighboring planets perfectly support the exquisite traits of their people.
by Ophiuchus
Wed Feb 19, 2020 2:30 pm
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 174

Re: Reviewing attackers/targets processing in CombatSystem.cpp

Conditions have functions that indicate if they are invariant to context objects like the source (ie. the attacker), which could be used to decide if the condition result can be cached. But most targetting conditions depend explicitly on the source object's owner empire... I think geoff refers to t...
by Ophiuchus
Wed Feb 19, 2020 2:12 pm
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 174

Re: Reviewing attackers/targets processing in CombatSystem.cpp

So in the general case you can not cache. But in many cases you can. I'm not sure I follow you. If you have a completely valid combatTargets = LocalCandidate.Structure > 40 or a combatTargets = LocalCandidate.Structure < 40 the possible targets change every bout (because some might not have structu...
by Ophiuchus
Wed Feb 19, 2020 10:44 am
Forum: General Discussion
Topic: Eighth game on the multiplayer slow game server (0.4.9 KISS targets hard)
Replies: 58
Views: 537

Re: Eighth game on the multiplayer slow game server (0.4.9 KISS targets hard)

Mourning at the Gas Station Discussions and mourning for the loss of life and opportunity are vibrating throughout the upper gas layers - one of our new vessels encountered a foreign vessel. The crew tried to send a peace message to the aliens using a communication beam. As those aliens did not rea...
by Ophiuchus
Wed Feb 19, 2020 10:35 am
Forum: General Discussion
Topic: Thoughtful development, Turns 2..8
Replies: 69
Views: 1089

Re: Thoughtful development, Turns 2..7

Pointing to a Wikipedia article doesn't explain what YOU are trying to do with THIS problem. You have only a small fraction of the data that you will have. Any model you construct must take that into account. Generally, some sort of layered model that can work with what it has. I think the sensitiv...
by Ophiuchus
Wed Feb 19, 2020 10:30 am
Forum: Programming
Topic: Reviewing attackers/targets processing in CombatSystem.cpp
Replies: 21
Views: 174

Re: Reviewing attackers/targets processing in CombatSystem.cpp

The available targets for each shoot is calculated every bout for every weapon. You must calculate/update the available targets every bout, but not necessarily for every weapon: you can cache the available targets for a given weapon part (or set of weapon parts) on a given faction/empire and bout. ...
by Ophiuchus
Wed Feb 19, 2020 10:14 am
Forum: Programming
Topic: Split default content
Replies: 6
Views: 55

Re: Split default content

While preparing the slow game's server for alternative content I found out with small changes I still need to pack big amount of unneeded data. What about to separate default/ folder by applications use it? It should be 3 sub-folder: Not sure I read you. You mean you do not want to push so much dat...
by Ophiuchus
Mon Feb 17, 2020 10:50 am
Forum: FreeOrion Project
Topic: Snap distribution for 0.4.8, 0.4.9 and in future
Replies: 19
Views: 314

Re: Snap distribution for 0.4.8, 0.4.9 and in future

I thought of doing something more static. I would also not like the game to call home somewhere - such a thing should be opt-in. Prominently showing release notes/announcement and more prominently showing build/publication date can be baked into the build and does not need anything external. If the ...
by Ophiuchus
Sun Feb 16, 2020 6:36 pm
Forum: Other Game Design
Topic: Make AI make bomber and fighter and flak
Replies: 1
Views: 67

Re: Make AI make bomber and fighter and flak

The decoy trick will soon cease to work
by Ophiuchus
Sat Feb 15, 2020 2:36 pm
Forum: General Discussion
Topic: Thoughtful development, Turns 2..8
Replies: 69
Views: 1089

Re: Thoughtful development, Turns 2..7

I already gave the explanation You gave answer for different question. Ok then the answer is probably: If it would be implemented differently complexity would be much higher. Your question is like asking in chess "Why does the bishop move the way it does?" And the answers are: "Because it is chess"...
by Ophiuchus
Sat Feb 15, 2020 2:14 pm
Forum: General Discussion
Topic: Eighth game on the multiplayer slow game server (0.4.9 KISS targets hard)
Replies: 58
Views: 537

Re: Eighth game on the multiplayer slow game server (0.4.9 KISS targets hard)

I've found commit https://github.com/agrrr3/freeorion/commit/8f5b3ca4585abf35a9ee5ab1f7db9cb028b7e59c follows release-v0.4.9 branch and original v0.4.9 KISS target hard PR. It is WIP or I can merge this commit? Could you add new commits on top of release-v0.49-201912_KISSTargetsHard branch to simpl...
by Ophiuchus
Sat Feb 15, 2020 1:55 pm
Forum: General Discussion
Topic: Thoughtful development, Turns 2..8
Replies: 69
Views: 1089

Re: Thoughtful development, Turns 2..7

So, you just confirmed my observation, that Industry Target is calculated 1 turn later than population growth. Now, please try to explain, why this should be calculated this way from the logical point of view. Why not to calculate delta properly on the Turn 3 ? Basically you just saying - it is pro...
by Ophiuchus
Sat Feb 15, 2020 10:00 am
Forum: General Discussion
Topic: Thoughtful development, Turns 2..8
Replies: 69
Views: 1089

Re: Thoughtful development, Turns 2..7

May be I don't understood the difference between "Init" and "Cur" but look at Population Meter - Cur is 20.73, Init is 20.4 Init is the value before effects are applied - many effects in FOCS (those which do not use "Value" or "Value(..)") use the Initial value as a base for calculation. During eva...
by Ophiuchus
Sat Feb 15, 2020 8:31 am
Forum: Other Game Design
Topic: Should fighters really act as cannonfodder?
Replies: 57
Views: 3535

Re: Should fighters really act as cannonfodder?

Flaks show 1 damage per each shot, and AI uses flak. If flaks have any special treatment in AI ship design these interceptors could have a similar one (with the difference of internal slot and fighter damage soak). AI did not get updated for restricted targeting AFAIK. So i treats it flak like a be...