Search found 285 matches

by Morlic
Thu Aug 30, 2018 5:49 pm
Forum: Other Game Design
Topic: Combat Preferred Targetting
Replies: 57
Views: 6385

Re: Combat Preferred Targetting

I think fleet-based approaches are problematic: If I want to prioritize fighters with a part of the fleet and capital ships with another part of the fleet, then I would have to create 2 (or in general N) fleets. I will then have to make sure all these N fleets move synchronously through the galaxy m...
by Morlic
Wed Aug 29, 2018 5:24 pm
Forum: Scripting & Balancing
Topic: Condition matching comsats
Replies: 12
Views: 6897

Re: Condition matching comsats

While it doesn't only affect decoy ships, a more robust approach could be to check if the ship is armed/has fighters... A fuel pod costs 1 PP and would circumvent the no-part approach.
by Morlic
Wed Jul 18, 2018 7:42 pm
Forum: Play-Testing Feedback
Topic: (AI) More flaks and fighters!
Replies: 2
Views: 1270

Re: (AI) More flaks and fighters!

I think our current fighter assessment code just isn't very good. When I wrote it, the fighter system was still in its early implementation stage and subject to constant changes and I probably had some misconceptions as well. Now that the dust has settled and we have some more experience regarding f...
by Morlic
Sun Jun 17, 2018 10:17 am
Forum: Play-Testing Feedback
Topic: Nerf Scylior a bit?
Replies: 14
Views: 4062

Re: Nerf Scylior a bit?

Scylior start on an medium instead of a large planet like all the other species (which probably should be documented somewhere). I agree that it's not enough to balance the species, though.
by Morlic
Sun Jun 17, 2018 10:11 am
Forum: Programming
Topic: [patch] Interactive python console via chat
Replies: 14
Views: 8371

Re: [patch] Interactive python console via chat

It must be activated by an AI config option:
allow_debug_chat=1

You may want to start freeorion using
--ai-config .\default\python\AI\ai_debug_config.ini
by Morlic
Fri Jun 15, 2018 5:42 pm
Forum: FreeOrion Project
Topic: 0.4.8 roadmap
Replies: 95
Views: 34735

Re: 0.4.8 roadmap

The population effect priorities were changed while moving the meter growth stuff into FOCS effects. Was the changed order of effects intended / discussed somewhere? At the very least, the AI calculations are currently broken because of that. This is a pretty serious bug and must be addressed before...
by Morlic
Sat Jun 09, 2018 8:25 am
Forum: FreeOrion Project
Topic: 0.4.8 roadmap
Replies: 95
Views: 34735

Re: 0.4.8 roadmap

@Morlic, if you can please double check if you think I've missed something, or if it could be better phrased, or if you think we shouldn't bother mentioning some of this. I tried to keep an updated list of AI changes not related to refactoring / internal stuff during this cycle (probably not entire...
by Morlic
Tue May 29, 2018 6:48 pm
Forum: Other Game Design
Topic: How does it work focus switching?
Replies: 32
Views: 4005

Re: How does it work focus switching?

Your meters decay by 1 per turn. On first turn after the focus change, you will get an additional -1 penalty (so it drops by 2 that turn and that turn only). The idea behind focus dithering is that your meters decay and grow by the same rate (prior to the force-energy structures). So without a focus...
by Morlic
Sat Apr 07, 2018 9:48 am
Forum: Other Game Design
Topic: "We got incoming" sitrep
Replies: 13
Views: 1583

Re: "We got incoming" sitrep

The fact that there is a merge commit implies you had some local changes (so pull couldn't fast-forward). Note that git pull --rebase avoids merge commits and is usually prefered. Maybe run git diff (with master) to find if there are significant changes that you would like to keep. To overwrite ALL ...
by Morlic
Wed Apr 04, 2018 8:36 pm
Forum: Programming
Topic: remote AIs to spread CPU load
Replies: 9
Views: 6893

Re: Turn orders issue

If the AI were crippled in some weird way that only you knew about, you'd still have to have some way to identify which AI it was, without that way being a deviation noticeable to the other players. Perhaps either direction of identification could be done via messaging, but if the players are going...
by Morlic
Wed Apr 04, 2018 5:53 pm
Forum: Programming
Topic: remote AIs to spread CPU load
Replies: 9
Views: 6893

Re: Turn orders issue

I thought you meant the players running some extra AIs on their machines. And that's still what I'd urge you to look at to most readily accomplish the goal. Which AI code is executed? Server sending arbitrary code to execute on client machine seems insane. Using the client's local AI code allows fo...
by Morlic
Mon Feb 19, 2018 6:03 pm
Forum: General Discussion
Topic: AI Surrender issues
Replies: 15
Views: 2926

Re: AI Surrender issues

How about we go for the simplest approach for the first implementation (and possibly 0.4.8) - simply eliminate the empire and remove ownership of all its objects. Pending PR #2001 adds server side support for human players surrendering on those terms. Seems it could be reused for the AI. Everything ...
by Morlic
Thu Feb 01, 2018 7:04 pm
Forum: Play-Testing Feedback
Topic: Playing stealthy (Sly/Laenfa) with IS
Replies: 10
Views: 1274

Re: Playing stealthy (Sly/Laenfa) with IS

Hacking the universe generation scripts seems like a more straight forward approach as you do not have to reroll several games. diff --git a/default/python/universe_generation/empires.py b/default/python/universe_generation/empires.py index 201f0c0a0..01a5812b2 100644 --- a/default/python/universe_g...
by Morlic
Thu Feb 01, 2018 6:49 pm
Forum: Scripting & Balancing
Topic: GG generators are no-brainers
Replies: 13
Views: 7336

Re: GG generators are no-brainers

I agree that the current implementation of GGGs is rather uninteresting and should strongly be reconsidered. For that to work, the build costs for a GGG must be high enough to make it not worth for systems with only one or even two non-GG planets that could be switched to industry. E.g. if the GG co...
by Morlic
Fri Jan 05, 2018 7:35 pm
Forum: Play-Testing Feedback
Topic: Auto-save problems
Replies: 19
Views: 1527

Re: Auto-save problems

Brodda wrote:including the AI.log files?
yes