Search found 263 matches

by Morlic
Thu May 09, 2019 10:30 am
Forum: Other Game Design
Topic: Revamp Exobots and flat bonuses
Replies: 19
Views: 967

Re: Revamp Exobots and flat bonuses

There should be a "SetSpecies" effect which you could probably use. That solution would come with a turn delay though. The easier solution would be to just introduce another ship part which is unaffected by species traits. Note that the current effects already work on specific parts and not on the e...
by Morlic
Tue May 07, 2019 6:36 pm
Forum: Play-Testing Feedback
Topic: Things that AI needs to improve
Replies: 7
Views: 134

Re: Things that AI needs to improve

Forum rules Always mention the exact version of FreeOrion you are testing. When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue. Once again - the chance to fix the issues you mention increases by roughly infinity (i....
by Morlic
Tue Apr 16, 2019 10:46 pm
Forum: Other Game Design
Topic: Themed tech cateogries (Help wanted)
Replies: 78
Views: 1795

Re: Themed tech cateogries (Help wanted)

Should we have a "universal" theme for the technologies we want everyone to be able to get, maybe primarily for things like governments, policies, sensor techs, supply boosts (assuming they aren't all rolled into policies), planetary defenses, and the like? While this may be necessary in specific c...
by Morlic
Mon Jan 28, 2019 7:37 pm
Forum: Other Game Design
Topic: TAR model: Theories only require other theories?
Replies: 46
Views: 1780

Re: TAR model: Theories only require other theories?

I agree with The Silent One that the TAR model can lead to more interesting decision making if implemented well. In a good implementation, there would be relatively few but expensive theory techs which unlock a variety of new techs. It is a proven design in particular in the RTS genre where you have...
by Morlic
Wed Jan 23, 2019 6:51 pm
Forum: Programming
Topic: Python3 migration
Replies: 10
Views: 533

Re: Python3 migration

Cjkjvfnby wrote:
Sun Jan 20, 2019 4:57 pm
[*] update AI scripts
The process is already started, still, need to do a lot. I think that we can do a compatible version as the first step and after migration just drop python2 support.
For completeness: The rest of the python scripts (e.g. universe generation) must be updated as well.
by Morlic
Sun Jan 20, 2019 10:46 pm
Forum: Other Game Design
Topic: Armed, Dangerous, Military, Weaponized
Replies: 4
Views: 315

Re: Armed, Dangerous, Military, Weaponized

Uses of isArmed seems to expect that isArmed does not include fighters. E.g. python/AI/CombatRatingsAI.py - if design and (ship.isArmed or ship.hasFighter) - __get_stats_from_ship - .. and others files (fleet.hasArmedShips or fleet.hasFighterShips / design.isArmed or design.hasFighter), https://git...
by Morlic
Sun Jan 20, 2019 6:19 pm
Forum: Scripting & Balancing
Topic: Can scripts detect which empires are AI-controlled?
Replies: 4
Views: 287

Re: Can scripts detect which empires are AI-controlled?

Code: Select all

Not Human
should work, I suppose.
by Morlic
Tue Dec 25, 2018 11:17 pm
Forum: Support
Topic: error #10054
Replies: 26
Views: 1526

Re: error #10054

The python scripts for universe generation seem to run fine according to the posted logs
by Morlic
Fri Dec 14, 2018 5:13 pm
Forum: Play-Testing Feedback
Topic: Warden Shield at Zero
Replies: 6
Views: 504

Re: Warden Shield at Zero

I added the cherry-pick for release label when I created the PR. If you prefer some other tagging, please let me know.
by Morlic
Sat Dec 01, 2018 10:33 am
Forum: Play-Testing Feedback
Topic: Warden Shield at Zero
Replies: 6
Views: 504

Re: Warden Shield at Zero

Thanks for the report, seems this is a bug introduced by moving meter growth from C++ into FOCS scripts. It is currently handled by species effects but monsters do not have a species. Bummer.

Github issue
Proposed Fix
by Morlic
Tue Nov 20, 2018 10:20 pm
Forum: General Discussion
Topic: Understanding fighters and launch bays
Replies: 8
Views: 578

Re: Understanding fighters and launch bays

Yes, the AI considers the alternatives inferior.
by Morlic
Sun Nov 11, 2018 5:44 pm
Forum: Play-Testing Feedback
Topic: AI Fails Invasion
Replies: 2
Views: 336

Re: AI Fails Invasion

If you could provide a savegame and/or AI logs which demonstrate the issue, that would help a lot in checking what is going wrong.
by Morlic
Mon Nov 05, 2018 11:16 pm
Forum: Play-Testing Feedback
Topic: Does AI forget troops from failed invasion missions?
Replies: 6
Views: 552

Re: Does AI forget troops from failed invasion missions?

I started to hack together some dirty and lazy logic to let the AI perform at least some evasive maneuvers. It will need a lot of polishing and doesn't cover a good number of cases yet where the AI should probably retreat but... Anyway, I had some fun chasing a colony ship in circles until I ran out...
by Morlic
Wed Oct 03, 2018 12:59 pm
Forum: Support
Topic: AI script error
Replies: 9
Views: 615

Re: AI script error

Oberlus wrote:
Wed Oct 03, 2018 10:16 am
Is this something that should be fixed also in 0.4.8?
No, it was added by a later commit.
by Morlic
Wed Oct 03, 2018 7:20 am
Forum: Support
Topic: AI script error
Replies: 9
Views: 615

Re: AI script error

Fixed in master.