Search found 279 matches

by Morlic
Mon Sep 16, 2019 7:08 pm
Forum: General Discussion
Topic: Multiplayer slow game server
Replies: 432
Views: 18730

Re: Multiplayer slow game server

What happens if there are 4 empires considering all possible alliance combinations? I think simplest behavior would be to give supply if all empires with equal supply are allied with each other. If there is any non-alliance, then there is conflict in the system and no supply. It's KISS, easy to impl...
by Morlic
Sun Sep 15, 2019 7:59 pm
Forum: Other Game Design
Topic: Should fighters really act as cannonfodder?
Replies: 22
Views: 288

Re: Should fighters really act as cannonfodder?

Just to clarify/correct myself: When I wrote turn I meant end of combat round/bout.
by Morlic
Sun Sep 15, 2019 6:43 pm
Forum: Other Game Design
Topic: Should fighters really act as cannonfodder?
Replies: 22
Views: 288

Re: Should fighters really act as cannonfodder?

Fighters as cannonfodder would be fine with me if they were actually removed as combat targets after being shot down. Since they are removed at the end of turn, they can block an arbitrary number of shots. A interceptor carrier with a single launch bay launches 4 interceptors per turn. This means a ...
by Morlic
Tue Sep 10, 2019 5:36 pm
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 44
Views: 201

Re: New Fuel Settings?

So if the original intended balance was robo hulls are a good choice vs organic line if you put shields in them(?) this is not really true. Shields in robo hulls are only good against some monsters (e.g. maintenance ships) and mass driver enemies. Also vs weak pilots and early laser levels. But yes...
by Morlic
Tue Sep 10, 2019 5:10 pm
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 44
Views: 201

Re: New Fuel Settings?

One (at least I) would think that at larger scales this phenomenon will be negligible, but even that is not entirely clear (at least to me). My calculation above still showed a slight favoritism towards the more split (i.e. larger numbers of "smaller" ships) fleet when the sizes of the fleets were ...
by Morlic
Mon Sep 09, 2019 7:22 pm
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 44
Views: 201

Re: New Fuel Settings?

I also want to point out that what we are discussing here is rather outdated with the introduction of fighters. It also doesn't hold well when cheese tactics like decoys are involved. For example, if I have 1 main battleship and 9 decoys, then the chance for each shot to hit the battleship in first ...
by Morlic
Mon Sep 09, 2019 7:06 pm
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 44
Views: 201

Re: New Fuel Settings?

It is straight forward to derive the quadratic cost scaling. Problem: Given x PP, what is the optimum way to build my fleet? Answer: total_value = total_damage*total_structure I can build N(x) = (x/cost) ships which have (structure) and (damage) each. total_value(x) = (N(x)*damage)*(N(x)*structure) ...
by Morlic
Mon Sep 02, 2019 6:51 pm
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 44
Views: 201

Re: New Fuel Settings?

Sigh. Badly worded. I meant the number of installed weapons (== the number of free external slots after adding fuel/shields). Assuming you mean armor parts (as both fuel and shields go into the internal slot), it is clear to me now what your formula intends to achieve. "number of weapon slots" is p...
by Morlic
Sun Sep 01, 2019 11:16 am
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 44
Views: 201

Re: New Fuel Settings?

Why do you think that is not a good formula for cost efficiency? (max_hits_of_survival*number_of_external_slots)/cost 1) Number of external slots is a very weird parameter to choose - it does nonlinearly contribute to "max_hits_of_survival" and does (due to cost and hull structure favoring different...
by Morlic
Thu Aug 29, 2019 1:47 pm
Forum: Play-Testing Feedback
Topic: New Fuel Settings?
Replies: 20
Views: 3456

Re: New Fuel Settings?

Would exchanging an external slot for 2 fuel (so 3.5 fuel) make sense to you? Speaking of early game (up to military techs of Laser, Zortrium and first shields): With current balancing (4 external slots), the robotic hull is only cost-efficient* if you use shields against MD4 level (i.e. 6 damage p...
by Morlic
Tue Aug 20, 2019 5:32 pm
Forum: Play-Testing Feedback
Topic: Crash on save load (corrupted save?)
Replies: 12
Views: 1068

Re: Crash on save load (corrupted save?)

Crashes for me as well. Server log: 19:19:41.897680 {0x00002fa0} [debug] FSM : ServerFSM.cpp:2139 : WaitingForSPGameJoiners::react(const CheckStartConditions& u) : have all 5 expected players connected. 19:19:41.897680 {0x00002fa0} [debug] FSM : ServerFSM.cpp:2152 : Loading SP game save file: C:/Use...
by Morlic
Sat Jun 29, 2019 6:52 am
Forum: FreeOrion Project
Topic: 0.4.9 release procedure
Replies: 18
Views: 2743

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: 2743

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: 432
Views: 18730

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: 432
Views: 18730

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] ...