Search found 286 matches

by Morlic
Sun Apr 19, 2015 6:54 pm
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4696

Re: Automatic Ship Design for the AI

1) Are there any objections to exposing ShipDesign::TroopCapacity() to the interface and use that function? Are you compiling FO now, was this asking about you putting in a PR? That would be great if you are, but I went ahead and added exposure for this and a number of other characteristics: https:...
by Morlic
Sun Apr 19, 2015 5:46 pm
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4696

Re: Automatic Ship Design for the AI

I don't actually know what the AI has hardcoded and what it looks up. Yeah, the question was primarily directed towards Dilvish (and Cjkjvfnby). Doesn't hurt to think about future content though so I can adjust the design framework to be able to handle this. Currently proposed and in various stages...
by Morlic
Sun Apr 19, 2015 4:28 pm
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4696

Re: Automatic Ship Design for the AI

So when applying the advanced troop pod patch, I remembered the AI currently relies on some hardcoded part name for counting the troops per ship. As the new framework will happily include any new part in the designs, the AI broke completely (not only counting wrong but dividing by zero...). Now hotf...
by Morlic
Sun Apr 19, 2015 2:53 pm
Forum: Scripting & Balancing
Topic: Updating the Experimentor Outpost
Replies: 17
Views: 1592

Re: Updating the Experimentor Outpost

If you are at that, I think it would make sense to give the planet quite some high values to ensure a good fight. The values you suggest seem not to make much of a difference. Let's say it is about 400 shields and 80 defense. A standard shattered asteroid hull at lategame has about 200 attack (7 DR4...
by Morlic
Fri Apr 17, 2015 11:44 pm
Forum: Programming
Topic: [Question] EmpireID vs AI index
Replies: 11
Views: 1121

Re: [Question] EmpireID vs AI index

Not sure what you mean with "not working". It seems to me the player_name is corresponding to the correct AI log. So this seems to work for my initial intentions. Anyway, I propose to change fo.getEmpire(player) to fo.getEmpire(fo.playerEmpireID(player)) eventhough it seems that playerID == empireID...
by Morlic
Fri Apr 17, 2015 10:47 pm
Forum: Programming
Topic: [Question] EmpireID vs AI index
Replies: 11
Views: 1121

Re: [Question] EmpireID vs AI index

When playing with multiple AIs it would be nice to know which AI has which empireID (and thus follows which behaviour) to find the interesting logs more quickly without having to look up the empireID first inside each log. In 79ac524 I just augmented the response from Cj's interactive debugging, qu...
by Morlic
Fri Apr 17, 2015 10:14 pm
Forum: Programming
Topic: [Question] EmpireID vs AI index
Replies: 11
Views: 1121

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: 1121

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: 1121

[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: 8334

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: 8870

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: 208

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: 208

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: 1293

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: 8334

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...