Search found 268 matches

by Morlic
Sat Jun 29, 2019 6:52 am
Forum: FreeOrion Project
Topic: 0.4.9 release procedure
Replies: 18
Views: 577

Re: 0.4.9 release procedure

Thanks for the summary and your PM. Will look into how to get the AI to care about fleet composition.
by Morlic
Fri Jun 28, 2019 6:47 pm
Forum: FreeOrion Project
Topic: 0.4.9 release procedure
Replies: 18
Views: 577

Re: 0.4.9 release procedure

Targeting is IMHO finished(?). I think there were no changes to AI, so it does not know how to take advantage of targeting.
Is there a short summary of the most relevant changes and/or discussion of the actual impacts on gameplay?
by Morlic
Fri Jun 14, 2019 3:07 pm
Forum: General Discussion
Topic: Multiplayer slow game server
Replies: 257
Views: 5377

Re: Multiplayer slow game server

My times in logs are GMT+2 btw. Not sure where to start troubleshooting this. Seems like my client thinks it is connected whereas server does not recognize it. Any ideas for what to try? Just to be sure, are IP and port correctly resolved? 13:09:24.539789 {0x00002f60} [debug] network : clientnetwork...
by Morlic
Fri Jun 14, 2019 12:15 pm
Forum: General Discussion
Topic: Multiplayer slow game server
Replies: 257
Views: 5377

Re: Multiplayer slow game server

I don't see strange things the server log: Is it expected that there is no notification when a client establishes connection to the server? Because there is no indication my client actually connected to the server at xx:09:24 whereas my logs indicate otherwise: 13:09:24.539789 {0x00002f60} [trace] ...
by Morlic
Fri Jun 14, 2019 11:18 am
Forum: General Discussion
Topic: Multiplayer slow game server
Replies: 257
Views: 5377

Re: Multiplayer slow game server

Win10, compiled from latest master. Tried to log in a few times using Magnate as player name. First try, FreeOrion crashed with 13:04:53.632383 {0x00003160} [error] client : chmain.cpp:316 : main() caught exception(std::exception): bad allocation Tried to reconnect with log level set to Trace but ac...
by Morlic
Thu May 09, 2019 10:30 am
Forum: Other Game Design
Topic: Revamp Exobots and flat bonuses
Replies: 19
Views: 1414

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: 9
Views: 447

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: 3243

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: 2512

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: 12
Views: 974

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: 444

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: 433

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: 28
Views: 2307

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: 690

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: 690

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