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by harpy eagle
Mon Dec 10, 2018 6:56 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1518
Views: 356337

Re: Report - Current Bugs and Issues

Autocombat with an armed Scout ship versus a defenseless outpost results in defeat for the Scout(s), as they auto-retreat from combat... That sounds like something that should not happen, but on the topic of retreating from combat, I'm becoming more convinced that the approach I took for the AI dec...
by harpy eagle
Mon Dec 10, 2018 6:37 pm
Forum: Modding
Topic: Population Panel Mod
Replies: 12
Views: 961

Re: Population Panel Mod

It's a very simple thing to add, I've updated the attachment in the OP. I haven't tested it though, other than making sure the game starts.
by harpy eagle
Mon Dec 10, 2018 5:01 pm
Forum: Modding
Topic: Population Panel Mod
Replies: 12
Views: 961

Re: Population Panel Mod

I think it was mentioned somewhere that there were plans to overhaul the planet production report into a kind of empire-wide management interface, that would probably include what this mod does. In the meantime though if sven wants to merge this into the base game with any adjustments deemed necessa...
by harpy eagle
Thu Nov 15, 2018 5:31 am
Forum: General Forum
Topic: Great Moments in Pacifism
Replies: 7
Views: 647

Re: Great Moments in Pacifism

Sounds like they did what they had to do to survive in the face of aggression. I really like the new diplomacy, I think it's step in the right direction. At the very least, the new logic for how AI decides to declare wars and make alliances really fills in an aspect of the game that was missing befo...
by harpy eagle
Thu Nov 15, 2018 5:26 am
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 30
Views: 3057

Re: Autodesign and AI Ship Variety

No, it used to work with an older version of the game. I needed to update it which required a rethink of how this mod was interfacing with the AI fleet composition side of things and I ran out of steam and never finished it. I'd like to get back to it though.
by harpy eagle
Wed Nov 14, 2018 1:36 am
Forum: Modding
Topic: Population Panel Mod
Replies: 12
Views: 961

Re: Population Panel Mod

The broken sorting seems to be due to the get_planet_list() function being shadowed by the one for the production panel... time to look up what UI_File does again since I thought these things would be in their own environment.

Oh well fixed by making it local.
by harpy eagle
Wed Nov 14, 2018 12:50 am
Forum: Modding
Topic: any feedback on which mods were implemented in vanilla
Replies: 2
Views: 263

Re: any feedback on which mods were implemented in vanilla

I'm not entirely sure if that mod is ready to be integrated its current state. The goal was to get the AI to create different loadout variations for the same hull, and get it build a mix of different loadouts (modulo a possible focus on certain loadouts based on its personality, perhaps) of the same...
by harpy eagle
Sat Nov 10, 2018 10:07 pm
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 30
Views: 3057

Re: Autodesign and AI Ship Variety

Yeah, the way I fixed the AI use of heavy weapons in this mod was by creating a new metric for the AI to use when evaluating heavy weapons, that scored them based on both their range and damage. The vanilla AI always goes for weapons that maximize damage per shot.
by harpy eagle
Tue Nov 06, 2018 9:06 pm
Forum: Modding
Topic: DLC rebalance mod
Replies: 72
Views: 12619

Re: DLC rebalance mod

Pretty cool. Is there a spreadsheet or a summary of the balance changes anywhere? I'm curious about your approach to rebalancing shield regeneration rates, in particular.
by harpy eagle
Tue Nov 06, 2018 6:06 am
Forum: General Forum
Topic: where is "hostile environment cost"?
Replies: 4
Views: 390

Re: where is "hostile environment cost"?

If VS is giving you trouble, you don't actually need to use an IDE. I just use a text editor, myself.

Of course, you won't be able to use step-through debugging, but most of the time I think you can get by without it (not always though).
by harpy eagle
Mon Nov 05, 2018 4:46 pm
Forum: General Forum
Topic: Question about Tinker AI
Replies: 1
Views: 353

Re: Question about Tinker AI

I would guess it is because they are meticulous and precise, one of the meanings of scrupulous. If we really drill into the meaning of scrupulous, one possible explanation is that the Tinkers are indeed principled, it's just that their "principles" are not what we would consider virtuous a...
by harpy eagle
Mon Nov 05, 2018 4:42 pm
Forum: General Forum
Topic: where is "hostile environment cost"?
Replies: 4
Views: 390

Re: where is "hostile environment cost"?

Look for "function PlanetProperty.hostile_env_cost(planet)" in Orders/coin_production.lua
by harpy eagle
Mon Nov 05, 2018 4:35 pm
Forum: General Forum
Topic: Populations screen
Replies: 1
Views: 280

Re: Populations screen

This already exists ;)

I believe it does all the things you mention. Check it out here: viewtopic.php?f=5&p=8829#p8829
by harpy eagle
Mon Nov 05, 2018 4:33 pm
Forum: General Forum
Topic: Spending diplomacy on peace
Replies: 1
Views: 231

Re: Spending diplomacy on peace

I don't think of it that way. I don't believe in the idea of buying peace unconditionally with diplomacy points. It would be too OP. Instead if you think the peace isn't going to last long, maybe it's not a great use of your diplomacy points. However if that's how it's meant to be, then this is prob...
by harpy eagle
Mon Nov 05, 2018 4:08 pm
Forum: General Forum
Topic: The economy, stupid
Replies: 12
Views: 1066

Re: The economy, stupid

I've let a game run on for as long as possible, and I've noticed that NONE of the AI factions ever, ever has any metal and ever, ever has any use for its tons of superfluous money. Even the poorest AI factions on the brink of extinction have huge sums of cash and, apparently, cannot figure out how ...

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