Re: New Fuel Settings?
Posted: Wed Sep 11, 2019 9:56 pm
Robotic hulls are best used with robotic species, so shields would vary by fleet size.
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Robotic Hulls are best used with species who need a fast-to-build, sturdy, and capable warship, especially for breaking planetary shields.defaultuser wrote: ↑Wed Sep 11, 2019 9:56 pm Robotic hulls are best used with robotic species, [...]
What is DAP?
Diamond Armor Plating
Some important points about fighters:
Let's move #22 viewtopic.php?p=97091&sid=a71f8b2c358b5 ... ddb#p97091 and after, i think.
I went a bit farther and splitted at #18. Let the party continue.alleryn wrote: ↑Fri Sep 13, 2019 11:29 amLet's move #22 viewtopic.php?p=97091&sid=a71f8b2c358b5 ... ddb#p97091 and after, i think.
Maybe two threads, since i don't think the fighter stuff fits the cost efficiency discussion. Or, maybe it identifies a factor which needs to be included. Dunno.
Your last words. I think figthers (and any other stuff that affects defense/offense of ship designs) must be considered when estimating the efficiency.
The structure based cost efficiency gives an estimate for the damage-taking part against fighters. Also if the ship has no shields.
Yes. I think it's useful both to generate the formulae (in order to hopefully gain some insight into the "why" as well as learning the "which" (fleet is better)), and to have the combat simulator (to check our formulae and because once we have it, of course, it's a lot less work).Oberlus wrote: ↑Fri Sep 13, 2019 2:15 pm However, we can get efficiency indices for specific pairs of ship designs (and even pairs of fleet compositions) [...]
In order to do so, we can develop complex formulas that take into account the number of ships and their structure, number of weapons and their damage per shot and fire rate, the randomness of the targetting, etc. Or use combat simulators, which is my kind of ideal. Get 100 battle results and calculate the average (or median, or mode) number of PPs of the surviving ships of each faction compared to the initial ones to compose the efficiency index.
Morlics simulator is reimplementing the combat system in python. While I like python I would go another way. I want to use the real combat engine as a simulator in order to have always the "correct" results even if the combat system changes (and not having to do each combat system change twice, doubling mismatch/bugs etc).alleryn wrote: ↑Sat Sep 14, 2019 6:12 pm There is morlic's old combat simulator: https://github.com/freeorion/freeorion/pull/1175 as well as his/her work on one in an alternate branch https://github.com/freeorion/freeorion/pull/1072. I'm not sure what state they are in, but i think you mentioned you are thinking of developing a simulator (and i've been thinking about this too). If so, those resources may be useful.
That doesn't sound too difficult. I suppose the toughest part would be figuring out how to input the fleets to test.
The structure is not really supporting this refactoring so i would say medium difficulty for changing the backend.
Agree 100% with your framework.alleryn wrote: ↑Sun Sep 15, 2019 11:06 pm I want to suggest a general framework about how we approach the question of efficiency of ship designs.
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If things go well i think i should be ready to post in the near future at least some rudimentary stuff about beams vs fighters (really need better terminology to avoid the overlap between fighter as interceptor/fighter/bomber vs fighter-fighters) and some rudimentary stuff about non-shielded beam ships vs shielded beam ships.