Search found 281 matches

by Morlic
Thu Mar 26, 2015 8:48 pm
Forum: Scripting & Balancing
Topic: another way to prevent stacking of shields & detectors
Replies: 76
Views: 8488

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...
by Morlic
Wed Mar 25, 2015 10:16 pm
Forum: Scripting & Balancing
Topic: fix Shields, Detector, Stealth, Engines for AI
Replies: 1
Views: 534

fix Shields, Detector, Stealth, Engines for AI

I know updates in future will be done in git and stuff and I can try to repost it there if desired once the migration process is completed and fully sorted out. Anyway, this should do for discussion at least (as I guess the change is somewhat worth debating about). This is a fix primarily aimed towa...
by Morlic
Wed Mar 25, 2015 7:12 pm
Forum: Play-Testing Feedback
Topic: AI freeze weirdness
Replies: 2
Views: 260

Re: AI freeze weirdness

About the repair-issue: During my testing, I observed multiple times (every time?) that after conquering the entire universe and fights not happening for 50 turns or so, the AI still has many ships on repair-mode. Didn't pay too much attention to it but I definitely saw the corresponding lines many ...
by Morlic
Mon Mar 23, 2015 7:33 pm
Forum: Play-Testing Feedback
Topic: What is your strategy with scouts?
Replies: 8
Views: 554

Re: What is your strategy with scouts?

When I read through the scouting code, my thought was that the most important improvement consists in implementing an intelligent decision-making on which scout to use and/or where to put each scout. The building etc. is not optimal but also not that decisive I think. The AI loses a lot of time by m...
by Morlic
Sun Mar 22, 2015 11:59 pm
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4408

Re: Automatic Ship Design for the AI

It is somewhat reproducible: If I start a new game, it will happen again... somewhere around turn 140-400 usually. I can't seem to replicate the problem. Could you post/link (probably too big for directly posting) a savegame from a few turns before the problem appears? If you are on Windows I would...
by Morlic
Sat Mar 14, 2015 6:40 pm
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4408

Re: Automatic Ship Design for the AI

I decided to reinstall the game and on my first quick test game, the error did not occur so far.

I will post a savefile as soon as it happens again but I won't find much time for FO until next weekend.
by Morlic
Sat Mar 14, 2015 10:59 am
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4408

Re: Automatic Ship Design for the AI

Well, I will attach what diff I currently have... I don't expect anyone to work through it but well, let's do it for completeness' sake. I was mostly wondering whether you had any idea how I could potentially mess up the ID-management rather than expect a complete debugging. My attempts to even deli...
by Morlic
Sat Mar 14, 2015 1:39 am
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4408

Re: Automatic Ship Design for the AI

That comments helped a lot. Thanks. I got most of the stuff working now. With only scouts using the old design-process (detection is kinda tricky to implement sadly), the AI seems to handle building its own ships fine. I got a weird bug though and after hours of looking through code and logs I am st...
by Morlic
Fri Mar 13, 2015 11:58 am
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4408

Re: Automatic Ship Design for the AI

In ProductionAI.getBestShipRatings(): locDetail.sort(reverse=True) tally = 0 idx = 0 for detail in locDetail: idx += 1 if detail[0] < 0.7 * bestCostRating: break weight = math.exp(10*detail[0]/bestCostRating - 10) tally += weight detail[0]= tally for detail in locDetail: detail[0] /= tally return lo...
by Morlic
Fri Mar 13, 2015 8:59 am
Forum: Play-Testing Feedback
Topic: Natives Ate My Homeworld!
Replies: 5
Views: 531

Re: Natives Ate My Homeworld!

Gleaming gardener robots, left on their own
I always knew you couldn't trust those roboters who were "left" by their creators...
by Morlic
Thu Mar 12, 2015 9:29 am
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4408

Re: Automatic Ship Design for the AI

In ProductionAI.addDesigns(): for name, desc, hull, partslist, icon, model in needsAdding: try: res=fo.issueCreateShipDesignOrder( name, desc, hull, partslist, icon, model, False) print "added %s Design %s, with result %d"%(shipType, name, res) except: print "Error: exception triggered and caught ad...
by Morlic
Wed Mar 11, 2015 7:46 pm
Forum: General Discussion
Topic: Time Scale
Replies: 13
Views: 1886

Re: Time Scale

Well, considering we have "instantaneous" communication (as in it takes less than half a turn considering we get information and send orders) we then must have really really slow ships and each turn would take hundreds if not (tens of) thousands of years (considering the diameter of the milky way is...
by Morlic
Tue Mar 10, 2015 9:53 pm
Forum: General Discussion
Topic: Time Scale
Replies: 13
Views: 1886

Re: Time Scale

Well, obviously, in this universe the species found something faster than light. Ever wondered how the scout could report the enemy position pretty much instantly? And that something seems to be very well known throughout the universe ... So yeah, better not give any too detailed background story. J...
by Morlic
Tue Mar 10, 2015 2:30 pm
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4408

Re: Automatic Ship Design for the AI

I do not have any objections if you want to write a naming function. Something to keep in mind: We have the problem that we do not know the possible hulls and parts in the code. Any abbreviation system might give 2 similar designs the same name which makes it hard to determine whether the design alr...
by Morlic
Mon Mar 09, 2015 8:54 am
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4408

Re: Automatic Ship Design for the AI

As I said - it will mostly depend on the ship type we want to build thus my idea to make the filter controllable. Sure, for big warships your suggestions seem fine. Most certainly, the few exceptions to this rule for warships are not in the AI code yet . But what if we are limited in our building ti...