on build.83d4257
Hello!
1. It seems the effect of Nascent Artificial Intelligence isn't active on planets that have a estimated population of 0, but haven't reached it yet.
I noticed on a poor planet I populated, when I was late researching symbiotic biology. As soon the planets est. pop went to 2, NAI kicked in.
Pedia says population should have no effect on the bonus.
2. In the research section, some techs seem to be not properly connected...
It's some kind wierd as it sometime would appear correctly.
Two things found
Moderator: Oberlus
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Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Re: Two things found
For the former, yes, had never noticed before I have zero clue why it would be gated by target population not current, nor why it would have low/high both 0, that's weird.
Anyone remember why that was done? Can it be rewritten to be clearer?
Re the second, Geoff's in the process of doing some work on the tech tree, it's all very new, what were your display options? The new 'partial unlocked' filter is doing strange things that I don't yet understand but will ask for explanations of when it's finished.
Code: Select all
Tech
name = "LRN_ARTIF_MINDS"
description = "LRN_ARTIF_MINDS_DESC"
short_description = "RESEARCH_SHORT_DESC"
category = "LEARNING_CATEGORY"
researchcost = 25 * [[TECH_COST_MULTIPLIER]]
researchturns = 4
prerequisites = "LRN_ALGO_ELEGANCE"
effectsgroups = [
EffectsGroup
scope = And [
ProductionCenter
OwnedBy empire = Source.Owner
NOT TargetPopulation low = 0 high = 0
]
effects = SetTargetResearch value = Value + 10 * [[RESEARCH_PER_POP]]
]
graphic = "icons/tech/basic_autolabs.png"
Anyone remember why that was done? Can it be rewritten to be clearer?
Re the second, Geoff's in the process of doing some work on the tech tree, it's all very new, what were your display options? The new 'partial unlocked' filter is doing strange things that I don't yet understand but will ask for explanations of when it's finished.
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Re: Two things found
If no one can remember why it's there in the first place, just kick it out.MatGB wrote:Anyone remember why that was done? Can it be rewritten to be clearer?
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
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Re: Two things found
You've hidden partially unlocked techs, but have shown locked techs. You've researched Algorithmic Elegance, but not The Physical Brain, so Translinguistics has one (but not both) prerequisites researched, so is considered partially unlocked, and not shown. Psionics has no researched prerequisites, so is locked, so is shown as requested by your settings.Scara wrote:2. In the research section, some techs seem to be not properly connected...
It's some kind wierd as it sometime would appear correctly.