Search found 296 matches

Go to advanced search

by harpy eagle
Sat Apr 28, 2018 9:43 am
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 30
Views: 53904

Autodesign and AI Ship Variety

So lately autodesign has has been on my mind. I mentioned in another thread that the AI never seems to use heavy weapons, even when they research them. This is because the AI always uses 'balanced' autogeneration, which usually puts medium weapons into heavy hardpoints. It's a valid option, since I ...
by harpy eagle
Fri Apr 27, 2018 11:10 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1843
Views: 2718608

Re: Report - Current Bugs and Issues

Assertion failed: game #6640

Using modded code, but I don't think that is cause. For some reason a design inside empire.design belongs to a different empire. I printed out the design_name and it was a Space Station.
by harpy eagle
Fri Apr 27, 2018 10:05 pm
Forum: Modding
Topic: More Varied AI Research Paths
Replies: 36
Views: 49400

Re: More Varied AI Research Paths

(Tricks like the one in init_production_desire.ships() rely on the fact that _ENV behaves differently when an ai_context call is executing than then it does during file-load.) Ah, I see. It seems I misunderstood how the temporary AI state worked. Probably should have read the comments a little more...
by harpy eagle
Fri Apr 27, 2018 9:47 pm
Forum: Modding
Topic: More Varied AI Research Paths
Replies: 36
Views: 49400

Re: More Varied AI Research Paths

Looking over your diff set now... line 8 of choose_research.lua should probably use a weak_memoizeNN, rather than strong_memoizeNN. The empire data behind a given empire reference can change after a new game is loaded, so using a strong cache here isn't save. (The herald, or other in-game events ca...
by harpy eagle
Fri Apr 27, 2018 9:15 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 57285

Re: various improvements for ease of empire management

I updated my population report code so that, instead of hijacking the food icon, there is a new population icon to access the population report from. https://i.imgur.com/0lN2HBf.png Also shown is the population icon tooltip, which appears just like how the wrench icon shows "Planetary Report&qu...
by harpy eagle
Fri Apr 27, 2018 8:05 pm
Forum: Modding
Topic: More Varied AI Research Paths
Replies: 36
Views: 49400

Re: More Varied AI Research Paths

Did you take into account that the AI might buy tech otherwise not available from the Herald? I would test this, but the Herald does not show any willingness to crop up in the last two games No, but I don't think it should be hard. I'll have to take a look at what techs the AI can buy from the hera...
by harpy eagle
Fri Apr 27, 2018 6:45 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 191493

Re: Tactical Combat AI Mod

zolobolo wrote:Seems like it is ignoring the retreat order as well as the 3X power disadvantage

Whoops, looks like I commented out something for testing and then forgot to uncomment it. Will fix that right away.

Edit: now fixed in e0c857f
by harpy eagle
Fri Apr 27, 2018 6:24 pm
Forum: Modding
Topic: Adding new leftside panels from the mods folder?
Replies: 6
Views: 11760

Re: Adding new leftside panels from the mods folder?

If I switch harpy eagle's mod to use a version of this pattern, say by inserting PlanetPopPane(_ENV) into the top of the UI_File function call in @TopBarContents.lua; the mod appears to work fine. So... I guess that's the fix. Aha, so you're piggy-backing the call to PlanetPopPane() onto one of the...
by harpy eagle
Fri Apr 27, 2018 5:31 am
Forum: Modding
Topic: More Varied AI Research Paths
Replies: 36
Views: 49400

Re: More Varied AI Research Paths

Research path tweaks (fece529): ⋅  Split the research path for carriers into one path for carriers and another for bombers (carrier+warhead techs). This way, like lasers and heavy lasers, if the AI decides to research carriers it may also research bomber tech (i.e warheads) as well, but is...
by harpy eagle
Fri Apr 27, 2018 3:21 am
Forum: Modding
Topic: Strategic AI Mod
Replies: 90
Views: 129969

Re: Strategic AI Mod

While this mod does a whole bunch of things that I believe go a long way to help the AI avoid metal shortages in the first place (avoiding excess building of horrendously expensive fleet bases, smarter ship build choices, use of mining focus, increased construction of mines when low on metal), I act...
by harpy eagle
Fri Apr 27, 2018 2:00 am
Forum: Modding
Topic: Using the Combat, Economy and Research Path AI Mods
Replies: 16
Views: 26304

Re: Using the Combat, Economy and Research Path AI Mods

Thanks for the info but no 'in_development' branch showing for me to switch to. Too late anyway, I'm playing Battletech now. Sometimes cursing is even involved. ' There's a code you need to enter before it appears. But anyways have fun. I definitely want to check out Battletech myself sometime, but...
by harpy eagle
Fri Apr 27, 2018 1:57 am
Forum: General Forum
Topic: Planet Production Processing Order
Replies: 2
Views: 6406

Planet Production Processing Order

Right now the order in which planets are processed is really important when there is a metal shortage, since planets that have their production handled first can starve out the planets that are processed later. The game currently processes planets that have higher metal income first. This is really ...
by harpy eagle
Fri Apr 27, 2018 12:25 am
Forum: Modding
Topic: Adding new leftside panels from the mods folder?
Replies: 6
Views: 11760

Re: Adding new leftside panels from the mods folder?

sven wrote:Hmm.. I'm not quite sure what's going wrong here. Would you send me a copy of your crashy attempted mod? (In theory, I think something along the lines of what you're describing ought to work.)

Here it is. The crash happens when I click on the food icon in the top bar to open the panel.
by harpy eagle
Thu Apr 26, 2018 9:22 pm
Forum: Modding
Topic: Strategic AI Mod
Replies: 90
Views: 129969

Re: Strategic AI Mod

@Harpy Eagle, any chance you can also post the latest production release version of this mod in the first post with the inDev build? Any idea on when the new version will be ready for release use? Love your mods. Keep up the awesome work! I hope the Devs fold in your work into the games general upd...
by harpy eagle
Thu Apr 26, 2018 8:45 pm
Forum: Modding
Topic: More Varied AI Research Paths
Replies: 36
Views: 49400

Re: More Varied AI Research Paths

So, I guess the real problem here is that they researched torpedoes at all? That is fine... you need some variation within the same empire a well... The issue rather seems to be that there is no "primary" weapon in the top 5 priorities Can you alter the logic in way that at least one such...

Go to advanced search