Search found 269 matches

by Morlic
Mon Oct 23, 2017 8:40 pm
Forum: Other Game Design
Topic: bombardment revision suggestions
Replies: 10
Views: 1074

Re: bombardment revision suggestions

Having a class of weapon part that only fires on planets is a reasonable suggestion, but it's not really the same thing as the effects-production from current bombardment parts. I understand that these are two different things. My suggestion is indeed to merge those two concepts into a single part ...
by Morlic
Mon Oct 23, 2017 6:52 pm
Forum: Other Game Design
Topic: bombardment revision suggestions
Replies: 10
Views: 1074

Re: bombardment revision suggestions

Alternatively, bombardment could be made necessary to eliminate planet shields, and planets would be invulnerable during ship combat. I would prefer to let bombardment weapons additionally participate in combat but only target planets. They could be given significantly higher damage than current sh...
by Morlic
Tue Oct 17, 2017 8:19 am
Forum: Play-Testing Feedback
Topic: Interstellar Lighthouse
Replies: 7
Views: 778

Re: Interstellar Lighthouse

would it be possible to build a Scanning Facility first and then make the Interstellar Lighthouse be an upgrade that replaces it? Maybe reduce the time to build an Interstellar Lighthouse as well since you have to build a Scanning Facility first. Of course the new Interstellar Lighthouse would act ...
by Morlic
Sun Oct 08, 2017 12:31 pm
Forum: Programming
Topic: Tests requested: Pickle protocol savegame compatibility
Replies: 1
Views: 540

Tests requested: Pickle protocol savegame compatibility

Attached to these post are two savegames both saved with different pickling protocols (see https://github.com/freeorion/freeorion/pull/1798). They are supposed to be crossform-compatible but you never know before you actually try it out. Therefore, I would like to request help from people on Mac / L...
by Morlic
Sun Oct 08, 2017 8:52 am
Forum: Support
Topic: How to find the random seed of a saved game?
Replies: 3
Views: 796

Re: How to find the random seed of a saved game?

If it is an XML save, then you can open and read the file with a standard text editor. Otherwise, you could always load the savegame and resave it as XML save. Then search for "<m_seed>". You willl also find the rest of the galaxy setup data there. For example <galaxy_setup_data class_id="2" trackin...
by Morlic
Thu Sep 14, 2017 11:09 pm
Forum: Play-Testing Feedback
Topic: Upcoming changes I'd like to see...
Replies: 9
Views: 941

Re: Upcoming changes I'd like to see...

Oberlus wrote:So, what would be the general formula for any possible distribution of ships?
You would use standard weighting: For N fighters and M capital ships and your 50% increased chance to hit a fighter, you would get

Code: Select all

p = 1.5*N / (1.5*N + M)
.
by Morlic
Thu Sep 14, 2017 8:04 pm
Forum: Programming
Topic: empire supply projections and the AI
Replies: 6
Views: 1003

Re: empire supply projections and the AI

Evaluation of expanding outside of (current) supply is a tricky topic as there are so many considerations. I think the following things should at the very least be considered: 1) The number and value of currently colonizable planets 2) The number and value of colonizable planets we could "unlock" by...
by Morlic
Tue Sep 12, 2017 6:26 pm
Forum: Scripting & Balancing
Topic: game rule to disallow doomsday weapons
Replies: 11
Views: 1083

Re: game rule to disallow doomsday weapons

The Silent One wrote:I don't know 1) where to put the FOCS code and (2) how to achieve that it's executed.
You could add the effects group to a tech that is given at game start to all empires (see scripting\starting_unlocks\items.inf).
by Morlic
Mon Sep 11, 2017 7:58 pm
Forum: Scripting & Balancing
Topic: game rule to disallow doomsday weapons
Replies: 11
Views: 1083

Re: game rule to disallow doomsday weapons

How about adding a unresearchable trigger tech that is given on turn 1 by an effects group if the game rule is set to allow doomsday weapons. The real tech has that tech as (additional) prerequisite and would thus effectively be unresearchable. This has the additional benefit of hiding the tech in t...
by Morlic
Sat Sep 09, 2017 4:56 pm
Forum: Programming
Topic: empire supply projections and the AI
Replies: 6
Views: 1003

Re: empire supply projections and the AI

If there were discussions, it would be great if someone could point me to them. My initial take on reviewing that now is that I would prefer to restore the functionality that Geoff removed rather than take Morlics approach of harmonizing the AI code with the loss of that information. (And it very w...
by Morlic
Sat Sep 09, 2017 11:40 am
Forum: FreeOrion Project
Topic: 0.4.7.1 bugfix release
Replies: 21
Views: 2596

Re: 0.4.7.1 bugfix release

I just pushed another bugfix for the AI not colonizing large/huge planets in the early game due to their supply penalty.

Not critical enough to warrant another RC but I wanted to mention it here in case another RC gets out.
by Morlic
Wed Aug 16, 2017 5:37 pm
Forum: Other Game Design
Topic: Add a "--continue" startup option and a "Continue" button
Replies: 22
Views: 1236

Re: Add a "--continue" startup option and a "Continue" butto

A player wants to move fleet A to system Alpha but mistakenly had fleet B selected which was on its way to system Beta. The easiest way for him to correct this mistake is to press an undo button especially if he forgot what the previous order for fleet B was (e.g. fleet B is one of many colonization...
by Morlic
Fri Aug 11, 2017 6:47 pm
Forum: Programming
Topic: 0.4.7.1 Bugfix Release: Which PRs/bugfix commits to include
Replies: 14
Views: 1691

Re: 0.4.7.1 Bugfix Release: Which PRs/bugfix commits to incl

Series of commits that fix the AI max population calculation for colonization planning: https://github.com/freeorion/freeorion/commit/ab25d21ff1e0c4d55f5ca0801165e8a3ced4cc7e https://github.com/freeorion/freeorion/commit/85776ff14885e93262fdf8e07e5154ab6c829a57 https://github.com/freeorion/freeorion...
by Morlic
Wed Jul 26, 2017 10:27 pm
Forum: Play-Testing Feedback
Topic: robotic interface
Replies: 6
Views: 497

Re: robotic interface

To my knowledge, the AI is currently unable to use and basically unaware of the stacking features of both the interface and the solarweb, it's something the team are aware of but they're working on other things Correct.The current way the AI fleet management is scripted makes proper support of thes...
by Morlic
Wed Jul 26, 2017 9:10 pm
Forum: Play-Testing Feedback
Topic: Reporting some playtesting
Replies: 18
Views: 948

Re: Reporting some playtesting

it will happily send fleets that are only slightly stronger than the planetary defences... I can imagine that this behaviour cripples the AI midgame. The Maniacal AI is supposed to be sort of this way, but we can certainly experiment with it not being quite so maniacal, and wanting a bit better mar...