Search found 280 matches

by Morlic
Fri Apr 17, 2015 10:14 pm
Forum: Programming
Topic: [Question] EmpireID vs AI index
Replies: 11
Views: 963

Re: [Question] EmpireID vs AI index

Sadly, for many tests I do need the savegame compatibility, thanks for the warning.

As there appear to be only non-trivial workarounds, I will continue to check the empireID in the logfiles then.
by Morlic
Fri Apr 17, 2015 7:49 pm
Forum: Programming
Topic: [Question] EmpireID vs AI index
Replies: 11
Views: 963

Re: [Question] EmpireID vs AI index

Sound advice, thanks. I will try using the AI name and extract the number then.
by Morlic
Fri Apr 17, 2015 6:10 pm
Forum: Programming
Topic: [Question] EmpireID vs AI index
Replies: 11
Views: 963

[Question] EmpireID vs AI index

Is the relation between empire.empireID and the index of the AI client (as in AI1.log, AI2.log, ...) deterministic? If so, how? If not, would it be much work to change it? For example, I currently use the following construct to compare some different approaches: if empire.empireID % 2 == 0: # new st...
by Morlic
Fri Apr 17, 2015 5:44 am
Forum: Play-Testing Feedback
Topic: Game balance in 0.4.4 release—feedback needed
Replies: 178
Views: 7821

Re: Game balance in 0.4.4 release—feedback needed

" We try to avoid having any buildings that someone would feel pressured to build nearly everywhere." I have no clue what industrial centers do. But it seems to me that it is a likely good thing and likely would increase industry. So every planet where I want to have industry, I might need such. Wh...
by Morlic
Thu Apr 16, 2015 9:28 pm
Forum: Scripting & Balancing
Topic: another way to prevent stacking of shields & detectors
Replies: 76
Views: 8300

Re: another way to prevent stacking of shields & detectors

I suppose the main benefit is the easy inclusion in macros. For example, if the effects are decoupled from capacity, you could have simple macros such as [[STANDARD_ARMOUR_EFFECT]] which uses the CurrentContent reference to increase the max structure by the capacity. Previously, each effect is diffe...
by Morlic
Sun Apr 12, 2015 8:40 pm
Forum: Play-Testing Feedback
Topic: Universe Generation fails
Replies: 2
Views: 186

Re: Universe Generation fails

Oh yeah, obviously. I guess my brain took a day off today...
by Morlic
Sun Apr 12, 2015 7:41 pm
Forum: Play-Testing Feedback
Topic: Universe Generation fails
Replies: 2
Views: 186

Universe Generation fails

Playing on latest windows build (20150406.87ba108) and checked out most recent github version (last commit: 121952e7d3e64befece269451aeb913a57b8f347). When starting a new game, error message pops up saying universe generation failed, check logs etc. Planets are created, initial buildings and ships e...
by Morlic
Tue Apr 07, 2015 5:33 am
Forum: Scripting & Balancing
Topic: Costs divided by three
Replies: 11
Views: 1131

Re: Costs divided by three

Back in university we physicists were told that absolute errors in the computation are completely meaningless and you should always use a normalized relative error instead as that one holds for any order of magnitude of the values, i.e. in the relative distance [abs(a-b)/a] between two floats is alw...
by Morlic
Fri Apr 03, 2015 10:29 am
Forum: Play-Testing Feedback
Topic: Game balance in 0.4.4 release—feedback needed
Replies: 178
Views: 7821

Re: Game balance in 0.4.4 release—feedback needed

Organic Route 1) As you mention, comparing with other early game hull, speed is one of their advantage. Lower their speed may do the balance, but IMO I think deleting one external slot would do as well. With MassDrive3 and Standard Armor, below is a compare between organic (1 weapon+1 plate) and ro...
by Morlic
Tue Mar 31, 2015 6:17 pm
Forum: Scripting & Balancing
Topic: another way to prevent stacking of shields & detectors
Replies: 76
Views: 8300

Re: another way to prevent stacking of shields & detectors

Morlic, I think you should submit another pull request for the remaining pieces of your original. I will do so once the engine update is merged for laziness reasons unless there will be objections. Also: Removed old STACKED_SHIELD_EFFECT, wrote new macro instead SHIELD_STACKING ''' EffectsGroup // ...
by Morlic
Tue Mar 31, 2015 11:10 am
Forum: Scripting & Balancing
Topic: another way to prevent stacking of shields & detectors
Replies: 76
Views: 8300

Re: another way to prevent stacking of shields & detectors

I think one point you neglect is that use of the macro [[BEST_X_EFFECT]] allows us to choose the strongest part. That is not the case with the current implementation where it is based on the order of effects instead which gives quite unintuitive results (the part first in alphabet works(?)). Your pr...
by Morlic
Mon Mar 30, 2015 10:09 pm
Forum: Play-Testing Feedback
Topic: Linux version has a few bugs
Replies: 4
Views: 289

Re: Linux version has a few bugs

In newer versions of the game, the colonization mechanics were revised. In these versions there is no longer the old building that creates an exobot colony ship. Instead, you can simply build exobot colonies in your outposts after researching the tech.

Might this explain the issue?
by Morlic
Sun Mar 29, 2015 10:07 pm
Forum: Scripting & Balancing
Topic: another way to prevent stacking of shields & detectors
Replies: 76
Views: 8300

Re: another way to prevent stacking of shields & detectors

One minorish detail is that it seems to me that we shouldn't need an accountinglabel in addition to the stackinggroup (the latter effectively creates its own accountinglabel; my earlier versions of the patch had the accountinglabels since that was a separate EffectsGroup from the stackinggroup one)...
by Morlic
Fri Mar 27, 2015 1:40 am
Forum: Scripting & Balancing
Topic: another way to prevent stacking of shields & detectors
Replies: 76
Views: 8300

Re: another way to prevent stacking of shields & detectors

Thanks for the hint about the accountinglabel. I will try it out and also add some comments to the parts. I did test some sample of combinations (i.e. the most obvious/important ones). I'll do some more extensive testing after final approval of the approach and when all requested changes and suggest...
by Morlic
Thu Mar 26, 2015 8:48 pm
Forum: Scripting & Balancing
Topic: another way to prevent stacking of shields & detectors
Replies: 76
Views: 8300

Re: another way to prevent stacking of shields & detectors

What do you think about the attached approach to the stacking? The stacking rule used is that only the strongest effect is applied. Implementation: Each part has a capacity and an effect which triggers if there are more than two parts of the same class. The effect simply subtracts the sum of capacit...