Search found 279 matches

by Morlic
Tue Jul 07, 2015 1:36 pm
Forum: FreeOrion Project
Topic: Getting ready for 0.4.5
Replies: 69
Views: 8975

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: 1107

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: 1107

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: 1584

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: 1145

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: 1118

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: 1584

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: 1584

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...
by Morlic
Wed Jul 01, 2015 6:53 am
Forum: Programming
Topic: AI: Considering Universe Topography
Replies: 5
Views: 1145

Re: AI: Considering Universe Topography

The nodes are definitely connected to the other stars. If you look closely, you will find that these are the stars in the bottom-left image (of the other AI in the same game) right at top next to the owned planets. I used the AIstate dict of explored/unexplored systems to get the information. I have...
by Morlic
Tue Jun 30, 2015 10:51 pm
Forum: Programming
Topic: AI: Considering Universe Topography
Replies: 5
Views: 1145

AI: Considering Universe Topography

I was playing around a bit with some algorithms to find good defensive positions, find which nodes are to be considered save, where are chokepoints etc. A relatively simple algorithm which already gives decent results for these tasks is the following: for all pairs of nodes: Find the shortest path b...
by Morlic
Tue Jun 30, 2015 9:41 pm
Forum: Other Game Design
Topic: Quasi-newtonian propulsion?
Replies: 16
Views: 1584

Re: Quasi-newtonian propulsion?

This looks like a fairly even fight to me. 2 things: If shields don't work due to IonStorm Fractal will win decisively. However, because the total attack is bigger on Gravitators, they'll net a bigger advantage if good pilots are used (and see a greater disadvantage if starting race is Gysache and ...
by Morlic
Sat Jun 20, 2015 9:43 am
Forum: Other Game Design
Topic: krill spawner
Replies: 15
Views: 1600

Re: krill spawner

Morlic, sometime when you're in the mood perhaps you could code up these additional details for the KrillSpawner part? I'm not sure if we'd want the AI to just try using it in an otherwise ordinary scout design, of if we'd want to make a KrillSpawner ShipDesigner, which could be a subclass of Scout...
by Morlic
Thu Jun 18, 2015 9:44 pm
Forum: Other Game Design
Topic: krill spawner
Replies: 15
Views: 1600

Re: krill spawner

The idea I had there was that it acts as mothership for bombardment ships (the advanced krills). Thinking about it more, that does probably not make the ship really fit into that category too well. Also, to be sure you're aware, the krills do not wind up owned by the owner of the krill spawner; the...
by Morlic
Thu Jun 18, 2015 4:43 pm
Forum: Other Game Design
Topic: krill spawner
Replies: 15
Views: 1600

Re: krill spawner

The idea I had there was that it acts as mothership for bombardment ships (the advanced krills). Thinking about it more, that does probably not make the ship really fit into that category too well. Then again, I do not really see an advantage in basing it on the scout class compared to inheriting di...
by Morlic
Thu Jun 18, 2015 8:57 am
Forum: Other Game Design
Topic: krill spawner
Replies: 15
Views: 1600

Re: krill spawner

Morlic, sometime when you're in the mood perhaps you could code up these additional details for the KrillSpawner part? I'm not sure if we'd want the AI to just try using it in an otherwise ordinary scout design, of if we'd want to make a KrillSpawner ShipDesigner, which could be a subclass of Scout...