Search found 286 matches

by Morlic
Wed Aug 05, 2015 9:54 am
Forum: Support
Topic: turns change slower and slower as the game progresses
Replies: 45
Views: 5631

Re: turns change slower and slower as the game progresses

So, the algorithm has to walk through each effectsgroup of each universe object, tech, special etc., and each of them can potentially affect each universe object. Now, my math skills are quite humble, but AFAIK this means there is absolutely no way to get below n^2 behavior. I think your math skill...
by Morlic
Tue Jul 28, 2015 4:12 pm
Forum: Play-Testing Feedback
Topic: Pre-built ships disable?
Replies: 15
Views: 1187

Re: Pre-built ships disable?

Delete them from premade_ship_designs.txt . Not sure, but I would expect the AI will make its own designs without anything in this file being needed. Yes, the AI makes it's own designs without reference to those; I don't think there are any situations anymore where it needs to rely on the initial o...
by Morlic
Sat Jul 18, 2015 9:08 pm
Forum: Scripting & Balancing
Topic: Should Planetary Ecology unlock Adequate planets?
Replies: 35
Views: 3725

Re: Should Planetary Ecology unlock Adequate planets?

Kassiopeija's little AI story (here: http://www.freeorion.org/forum/viewtopic.php?f=28&t=9626) also shows that the AI sometimes struggles to research Subterranean Habitation early enough, so this change could improve the odds of the AI not falling behind in the early game. And that's why i didn't w...
by Morlic
Sat Jul 18, 2015 9:04 am
Forum: Programming
Topic: ShipDesignAI.optimize_design issue
Replies: 17
Views: 2291

Re: ShipDesignAI.optimize_design issue

I agree that I should have capped the priorities when other kinds of techs have a fixed priority, and I am not sure why I have been overlooking the turns needed to research the target tech... :( Anyway, exp-function seems quite complex, and in priorities calculation only the differences matter, not...
by Morlic
Fri Jul 17, 2015 2:20 pm
Forum: Programming
Topic: ShipDesignAI.optimize_design issue
Replies: 17
Views: 2291

Re: ShipDesignAI.optimize_design issue

So did you actually read my last post? I discussed two solutions which you seem to have ignored both. I can only repeat myself: The major flaw in your current approach is that you set no limit on where you stop looking for new techs. Looking at the fact that your current best design is a standard hu...
by Morlic
Thu Jul 16, 2015 2:48 pm
Forum: Programming
Topic: ShipDesignAI.optimize_design issue
Replies: 17
Views: 2291

Re: ShipDesignAI.optimize_design issue

Concerning the weapons: The rating calculation is based on the enemies the AI encountered. So if you have some enemy with shields 3 or higher, then MD1 deals no damage to them. Thus any weapon which will deal (any) damage to the enemy with shields will increase the effectiveness by "quite a lot". Ge...
by Morlic
Tue Jul 14, 2015 5:32 pm
Forum: Programming
Topic: ShipDesignAI.optimize_design issue
Replies: 17
Views: 2291

Re: ShipDesignAI.optimize_design issue

Hmm, I did check for new slottypes in passed parts but seems I forgot to do so for new hulls. I am currently too low on time to really recheck the code right now so I hope you won't stumble across too many more errors. If you happen to do, please report and I will somehow make sure I find the time f...
by Morlic
Tue Jul 07, 2015 1:36 pm
Forum: FreeOrion Project
Topic: Getting ready for 0.4.5
Replies: 69
Views: 9814

Re: Getting ready for 0.4.5

Vezzra wrote: [*]Some more tweaks to the ship design process (Morlic) - mentioned here
[*]Issue with new AI ship design (Mat, Morlic, Dilvish) - reported and discussed here[/list]
These are resolved.
by Morlic
Sun Jul 05, 2015 10:37 am
Forum: Programming
Topic: AI: Reworking Exploration
Replies: 3
Views: 1235

Re: AI: Reworking Exploration

These sound like good ideas. So when looping over the unexplored systems, we will also find all visible systems in scouting range. Afterwards, these systems will get some rating based on the value of systems they would explore and again some factor of how far away from other unexplored nodes the vis...
by Morlic
Sun Jul 05, 2015 8:41 am
Forum: Programming
Topic: AI: Reworking Exploration
Replies: 3
Views: 1235

AI: Reworking Exploration

If I understand the current code in ExplorationAI correctly, we choose an unexplored system based on the distance to the capital and assign the closest scout to it (TODOs are mentioned to match the closest scouts? Not sure what that is about.) and repeat the process until either all systems are cove...
by Morlic
Thu Jul 02, 2015 8:03 pm
Forum: Other Game Design
Topic: Quasi-newtonian propulsion?
Replies: 16
Views: 1664

Re: Quasi-newtonian propulsion?

Such a scaling is flawed in that you cannot simulate shipbattles anymore because the the effectiveness of shields are distorted. Both shipdesigns have +3 absorption, rendering the attack of the Gravi to 6 weapon mods * -3 enemy shields= -18 for a total of 48 damage to enemy structure. Your Heavy As...
by Morlic
Thu Jul 02, 2015 10:11 am
Forum: Programming
Topic: AI: Considering Universe Topography
Replies: 5
Views: 1276

Re: AI: Considering Universe Topography

https://github.com/Morlic-fo/freeorion/pull/2/files

As discussed, the algorithm is still really basic and is yet to go through a lot of changes and refinements...
by Morlic
Thu Jul 02, 2015 8:37 am
Forum: Other Game Design
Topic: let planets be on 'Aggressive' stance
Replies: 9
Views: 1162

Re: let planets be on 'Aggressive' stance

I think a system setting makes much more sense. It is my understanding that if I choose one fleet to be aggressive, the other fleets in the systems still would be in combat even if set on passive. The same should hold for planets, I suppose? Then choosing individual planet settings would not make mu...
by Morlic
Thu Jul 02, 2015 8:31 am
Forum: Other Game Design
Topic: Quasi-newtonian propulsion?
Replies: 16
Views: 1664

Re: Quasi-newtonian propulsion?

If you play very specific maps with 100 (?) turns until you meet the AI then that is a sceneario which is not always the case. It may be the case for the maps you play. Maybe you noticed that the Universe Settings can be changed. Maybe you did not manage to figure this out, so let me say this: Other...
by Morlic
Wed Jul 01, 2015 7:03 pm
Forum: Other Game Design
Topic: Quasi-newtonian propulsion?
Replies: 16
Views: 1664

Re: Quasi-newtonian propulsion?

It seems to me you did not understand the timeframe argument at all. The fact that you compare the direct stats is a clear indicator for that. Assume that we both go for Robotic Hull in the early game. Arguing that Robotic Hull is so strong is absolutely pointless as the 26 RP can be spent very easi...