Yes, the way it's written it's impossible for it to make your happiness worse than it should be, only better.Oberlus wrote: ↑Fri Apr 17, 2020 2:49 pmAh, OK. I was understanding the effect the other way round. So the problem is that for Exobots it will be applying nonstop. Quite more bearable for me in my current doomed situation
Ninth game on the multiplayer slow game server
Moderator: Oberlus
Re: Ninth game on the multiplayer slow game server
Re: Ninth game on the multiplayer slow game server
Well, fluff-wise, Exobots are built to be acceptably happy...
Wait, does that mean they will never reach happiness 5 and so they will never be able to produce any PP/RP?
Edit: if that is so, I can concede now.
Re: Ninth game on the multiplayer slow game server
Can't tell who is more doomed...
Re: Ninth game on the multiplayer slow game server
No. The happiness fix is only for starting happiness. It still grows +1 per turn as expected. Since Exobots have no Good planets the best they can start with is 3 happiness so it will take those colonies 2 turns to start being productive.
Re: Ninth game on the multiplayer slow game server
Pheeeeew! Ok then!
Re: Ninth game on the multiplayer slow game server
So I think I found another manifestation of the regen bug. Oberlus evacuated one of his planets (funny that). It has no population and it is an outpost - it had zero shields and defence and was not involved in combat this turn (32). Yet now it has 1 shields and 1 defence, and says its target values are 10 and 20 respectively. Presumably this happened because it has no infrastructure? Are outposts treated differently from colonies for these meters?
Re: Ninth game on the multiplayer slow game server
It might have something to do with the reloading of a turn before and the new effects to fix the happiness thingy. Let's see if that happens again in the following turns (if you can hold your horses and not conquer that outpost for two turns straight).Magnate wrote: ↑Fri Apr 17, 2020 11:05 pm So I think I found another manifestation of the regen bug. Oberlus evacuated one of his planets (funny that). It has no population and it is an outpost - it had zero shields and defence and was not involved in combat this turn (32). Yet now it has 1 shields and 1 defence, and says its target values are 10 and 20 respectively. Presumably this happened because it has no infrastructure? Are outposts treated differently from colonies for these meters?
Re: Ninth game on the multiplayer slow game server
No, it's just happened again on turn 34 - it's the old bug, where it regenerates every two turns because it doesn't participate in combat when it is at 0 shields 0 defence. The fix obviously doesn't work for outposts, presumably because they have no infrastructure?Oberlus wrote: ↑Fri Apr 17, 2020 11:19 pmIt might have something to do with the reloading of a turn before and the new effects to fix the happiness thingy. Let's see if that happens again in the following turns (if you can hold your horses and not conquer that outpost for two turns straight).Magnate wrote: ↑Fri Apr 17, 2020 11:05 pm So I think I found another manifestation of the regen bug. Oberlus evacuated one of his planets (funny that). It has no population and it is an outpost - it had zero shields and defence and was not involved in combat this turn (32). Yet now it has 1 shields and 1 defence, and says its target values are 10 and 20 respectively. Presumably this happened because it has no infrastructure? Are outposts treated differently from colonies for these meters?
Re: Ninth game on the multiplayer slow game server
You're so right: outposts doesn't have infrastructure, and the fix doens't work for them.Magnate wrote: ↑Sat Apr 18, 2020 8:42 am No, it's just happened again on turn 34 - it's the old bug, where it regenerates every two turns because it doesn't participate in combat when it is at 0 shields 0 defence. The fix obviously doesn't work for outposts, presumably because they have no infrastructure?
So... Make planets regenerate one shield regardless of techs and lastturncombat status? For outposts to trigger combat every turn.Geoff the Medio wrote:...
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Ninth game on the multiplayer slow game server
Isn't the problem that planets are regenerating shields or defense when they shouldn't? Does making them always do so help?
Maybe in Defense.focs.txt do something like:
Code: Select all
EffectsGroup // regenerate 1 per turn
scope = And [
Planet
OwnedBy empire = Source.Owner
(LocalCandidate.LastTurnAttackedByShip < CurrentTurn)
(LocalCandidate.LastTurnBattleHere < CurrentTurn)
Not ContainedBy condition = And [
System
Contains condition = And [
Ship
Aggressive
Armed
OwnedBy affiliation = EnemyOf empire = RootCandidate.Owner
]
]
]
Re: Ninth game on the multiplayer slow game server
Hm not sure. Starting tech PRO_PREDICTIVE_STOCKPILING provides 1 MaxStockpile to every planet, which would be enough. But NO_STOCKPILE species also do not have the STANDARD_STOCKPILE macro, which does the stockpile increase.
That maybe should be changed. Currently the idea is that a NO_STOCKPILE species (exobot, hidden gardener, ancient guardians so in effect exobot only) is not able to generate any type of stockpile at all (so tech etc bonus do not help). I would rely on Oberlus on balancing input. Also (Source.System.LastTurnBattleHere < CurrentTurn) in default/scripting/species/common/stockpile.macros looks fishy - cant remember why it is there.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Ninth game on the multiplayer slow game server
The specific problem is that when combat is not triggered in turn X, you can't invade on turn X+1 despite having there armed ships, and for outposts that were in combat during turn X-1, there would be no shield regeneration at turn X and so they won't be targetted (no combat), will regenerate one shield and at the start of turn X+1 the invasion button will be disabled.Geoff the Medio wrote: ↑Sat Apr 18, 2020 1:28 pmIsn't the problem that planets are regenerating shields or defense when they shouldn't? Does making them always do so help?
I might be wrong due to my lack of knowledge of the backend turn processing, but I think it could be solved by making the turns works like this:
Initial situation (what the player sees during the time s/he can issue orders):
- Target planet has zero shields and defenses.
- Invade button is enabled because the player has troop ships in the system.
- Player presses the invade button.
- Planet shield regeneration takes places (at least 1, plus any effect enabled by researched techs).
- Combat resolution (planets would always have at least 1 shield and so be targettable in this turn).
- Invasion resoluton (since combat triggered for sure, as long as the troop ships were not destroyed and the planet lost its shields during combat, ground battle would take place).
Re: Ninth game on the multiplayer slow game server
I guess that could work. I'll test it today (I think).Geoff the Medio wrote: ↑Sat Apr 18, 2020 1:28 pm Maybe in Defense.focs.txt do something like:Code: Select all
EffectsGroup // regenerate 1 per turn scope = And [ Planet OwnedBy empire = Source.Owner (LocalCandidate.LastTurnAttackedByShip < CurrentTurn) (LocalCandidate.LastTurnBattleHere < CurrentTurn) Not ContainedBy condition = And [ System Contains condition = And [ Ship Aggressive Armed OwnedBy affiliation = EnemyOf empire = RootCandidate.Owner ] ] ]
Re: Ninth game on the multiplayer slow game server
You're probably right, but it isn't relevant anymore because the stockpile hack ha's been changed with the new FOCS LastTurnColonized keyword.Ophiuchus wrote: ↑Sat Apr 18, 2020 1:46 pmHm not sure. Starting tech PRO_PREDICTIVE_STOCKPILING provides 1 MaxStockpile to every planet, which would be enough. But NO_STOCKPILE species also do not have the STANDARD_STOCKPILE macro, which does the stockpile increase.
That maybe should be changed. [...]
Re: Ninth game on the multiplayer slow game server
It isn't relevant to the happiness fix anyway because having no stockpile only breaks xenophobic malus which shouldn't apply to Exobots. But we may want to reconsider how stockpile works on NO_STOCKPILE species anyway for the sake of stockpile itself.Oberlus wrote: ↑Sat Apr 18, 2020 1:56 pmYou're probably right, but it isn't relevant anymore because the stockpile hack ha's been changed with the new FOCS LastTurnColonized keyword.Ophiuchus wrote: ↑Sat Apr 18, 2020 1:46 pmHm not sure. Starting tech PRO_PREDICTIVE_STOCKPILING provides 1 MaxStockpile to every planet, which would be enough. But NO_STOCKPILE species also do not have the STANDARD_STOCKPILE macro, which does the stockpile increase.
That maybe should be changed. [...]