Search found 261 matches

by Morlic
Tue Apr 16, 2019 10:46 pm
Forum: Other Game Design
Topic: Themed tech cateogries (Help wanted)
Replies: 72
Views: 1202

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: 1550

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: 8
Views: 412

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: 266

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: 248

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: 1361

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: 440

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: 440

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: 513

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: 302

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: 495

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: 544

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: 544

Re: AI script error

Fixed in master.
by Morlic
Fri Sep 21, 2018 8:14 pm
Forum: Other Game Design
Topic: Comsat/planetary defenses re-design
Replies: 58
Views: 4115

Re: Comsat/planetary defenses re-design

Then you would add a single fuel tank which has a negligible base cost of 1 PP...
by Morlic
Thu Sep 20, 2018 6:20 pm
Forum: Scripting & Balancing
Topic: Reducing planet's population upon conquest
Replies: 10
Views: 631

Re: Reducing planet's population upon conquest

The numbers were chosen so the population after conquest will be only slightly higher than colonization, could cap at a certain minimum value (say, 3) to reduce impact of multiple captures and/or add tech to mitigate parts of the effect. Also note that scorched earth tactics are already readily avai...