Search found 269 matches

by Morlic
Sat Dec 01, 2018 10:33 am
Forum: Play-Testing Feedback
Topic: Warden Shield at Zero
Replies: 6
Views: 835

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: 982

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: 554

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: 895

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: 1019

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: 1019

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: 5942

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: 1002

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...
by Morlic
Mon Sep 17, 2018 8:41 pm
Forum: Scripting & Balancing
Topic: Reducing planet's population upon conquest
Replies: 10
Views: 1002

Reducing planet's population upon conquest

Relevant PR: https://github.com/freeorion/freeorion/pull/2281 Invading enemy or native planets seems way too strong compared to peaceful expansion. Besides getting possibly a new species or weakening your enemy, conquering a planet will keep the current population alive - compared to early game 1 po...
by Morlic
Mon Sep 17, 2018 6:05 pm
Forum: General Discussion
Topic: Questions from a 1 month old player
Replies: 3
Views: 665

Re: Questions from a 1 month old player

3) Lag - wow, waiting for 1-2 minutes for a turn is not so good. Only happens when lots of ships from what I can see. Currently 4 AI's and myself with 150 systems. However at the moment I have all the ships, most systems (See attached), and I have to wait for AI's (green ticks) and there currently ...
by Morlic
Fri Sep 14, 2018 5:45 pm
Forum: Other Game Design
Topic: Comsat/planetary defenses re-design
Replies: 58
Views: 5942

Re: Comsat/planetary defenses re-design

Then people would use a small hull or similar instead for the same purpose which costs trivially more.
by Morlic
Tue Sep 04, 2018 6:20 pm
Forum: Other Game Design
Topic: Comsat/planetary defenses re-design
Replies: 58
Views: 5942

Re: Comsat/planetary defenses re-design

I'll acknowledge that the issue does kind of go both ways, troop ships could act as fodder to protect armed ships Which would at least be reduced if we increased troop pod price to be close to weapon cost and increase the capacity in return. This would also open up more interesting troop designs th...
by Morlic
Tue Sep 04, 2018 6:14 pm
Forum: Other Game Design
Topic: Combat Preferred Targetting
Replies: 57
Views: 4800

Re: Combat Preferred Targetting

Another option could be to use a set of policy cards which define the empire's military doctrine and subsequently target priority. You could fine-grain the policies (a fighter policy, a short range policy, a flak policy, a planetary defense policy etc.) or only have a single slot which defines the s...
by Morlic
Fri Aug 31, 2018 8:47 pm
Forum: Other Game Design
Topic: Comsat/planetary defenses re-design
Replies: 58
Views: 5942

Re: Comsat/planetary defenses re-design

Honestly, in late game, building decoys is pretty much always an efficient strategy for all-out warfare considering you have and are facing a reasonably sized fleet. Consider building either a warship or M decoys for the same PP. Assuming you already have N warships of same type, the fleet strength ...
by Morlic
Thu Aug 30, 2018 5:49 pm
Forum: Other Game Design
Topic: Combat Preferred Targetting
Replies: 57
Views: 4800

Re: Combat Preferred Targetting

I think fleet-based approaches are problematic: If I want to prioritize fighters with a part of the fleet and capital ships with another part of the fleet, then I would have to create 2 (or in general N) fleets. I will then have to make sure all these N fleets move synchronously through the galaxy m...