Search found 287 matches

by Morlic
Mon Sep 02, 2019 6:51 pm
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 47
Views: 5537

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: 47
Views: 5537

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: 45
Views: 24377

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: 10404

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: 67
Views: 17244

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: 67
Views: 17244

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: 544
Views: 84975

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: 544
Views: 84975

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: 544
Views: 84975

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: 9305

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: 5826

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 categories (Help wanted)
Replies: 107
Views: 41833

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: 3496

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: 63
Views: 15506

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: 724

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...