Makes sense, thanks!
Anyway,
Ken
Moderator: Oberlus
It's useless because I won't be able to have much of a conversation about it with someone who is a fan of civ6 policies after having seen what happens in civ6. It's even more useless than convincing my wife that beans are yummy; that, at least, is completely subjective.
Of course you do! Most people here do.I certainly disagree.. AI and rebalancing the tech tree are personal pain points (which are only relevant because the game is playable).
I certainly disagree... I think improving toward a 1.0 release involves taking a ruthless look at features to see what can be ignored or implemented vestigially, and maybe even dropped, and doing a feature freeze.
For the 1.0 release ("feature complete") especially tech tree, species, hull rebalancing at this time is most probably a waste of time/effort. (Of course it would be great if someone would tackle it for 0.5 including influence and policies).
Especially for python/C++ developers (because we dont have enough of those).
Rebalancing effects is a huge effort and you basically have to redo it with every change/addition of major features. And you need a lot of playtesting to do it right (most FO developers do not have time for this). But you dont have to be a developer to fix that kind of problem.
I think c++ developers should improve in direction of 1.0 release ("feature complete", influence, fixing stealth mechanic), also python developers should work on improving AI mostly in combination with features which are probably not going to change.
Lots, but just to give a couple examples of its... unwieldiness:
Hardly. What I'm saying is, while there are certainly places where you could divide the number of required mouse clicks by a factor of, say, about two (and that would indeed be an improvement), in the examples above I'm talking about a factor of 100 or more. It doesn't even compare.I do find that clicks and hand movements add up, so you might have noticed some I take for granted. (I think *you* are taking the stuff you consider 'nothing' for granted.
Too many!Jaumito wrote: ↑Fri Nov 16, 2018 12:16 amLots, but just to give a couple examples of its... unwieldiness:
I have a fleet of 100 ships on system A (let's assume they're the same type), and to react to a double threat I want to send the 70 less damaged ones to system B and the rest to system C. In a game like Stars!, I could do this in a handful of clicks. How many does it take in FO?
Except that I almost never need to do your admittedly bad scenario, whereas I have to go through sitrep every turn.Hardly. What I'm saying is, while there are certainly places where you could divide the number of required mouse clicks by a factor of, say, about two (and that would indeed be an improvement), in the examples above I'm talking about a factor of 100 or more. It doesn't even compare.I do find that clicks and hand movements add up, so you might have noticed some I take for granted. (I think *you* are taking the stuff you consider 'nothing' for granted.
You can already do that.
It will scroll to the position closest to the position in last previous production window you had open. The problem is that the lists often don't match You get the most scroll problems switching from planet to planet and doing different things. It doesn't try to predict what you should do.For production, I don't like the way I never know where the production window will open; I often have to scroll to what I want. A "most likely" pane in that window would be helpful, containing, say, the last 2 ships I've build there and the 3 newest applicable buildings. (If the place in an outpost, it should include the best colony I can build there.)
So I can; thanks!defaultuser wrote: ↑Fri Nov 16, 2018 7:32 amYou can already do that.
For the first, use context->Merge System Ships Into Fleet, followed by context->Split Ships Into Fleets For Each Design.
For the second, use context->Split Damaged Ships From Fleet
Yes, the mode that says: "Hide. Fleet will attempt to stay hidden; it will not blockade or initiate combat."Geoff the Medio wrote: ↑Tue Nov 20, 2018 8:46 am By "hidden", do you mean passive fleet mode, in which they don't try to start combat and try to stay stealthy?
I noticed that, and do not like it either.defaultuser wrote: ↑Tue Nov 20, 2018 6:19 am Be aware that when damaged ships are split off, the resulting fleet is "hidden". I still don't like that and would like it to be a start-up option.
What version are you playing? It's been quite a while since the AI should have stopped doing that with abandon. A remaining point of weakness is that if it has sent enough warships that it thinks should be enough to clear out the defenses, it could let a colony/outpost ship go ahead and start that last leg, and if it turns out it misjudged the defenses then of course that will often work out badly for it. In general the AI should be safer than it currently is in that regards. But if you see it just sending an un-escorted colony/outpost ship into a known defended location then that shouldn't be happening with current master, please make an Issue with a screenshot and a savegame (preferably from 2-3 turns before the AI sends the ship into doom, so that the savegame could be used to test a fix not just verify the problem).
Morlic recently posted an experimental patch for that, though my recollection is that there were still some bugs with it. Anyways, I think you can expect some improvement on that front to make it into master in the relatively near future.It would be nice if AI moved unarmed ships out of harm's way when it *knows* harm is incoming.
Perhaps I am just getting mixed up with planning, but my recollection is that It does have some code that lets it make moves like that at least sometimes, but I agree that clearly a fair bit more improvement is needed. It has a strong tendency to get too hung up on defending a position by sitting in place.It would be nice if the AI did something sane when it *knows* that it has a greatly superior fleet to an oppenent's within 1 turn of travel... or the opposite. (By *knows*, I mean that the situation is within scanner distance and can be demonstrated rather than guessed.
That is actually something that has been implemented for a very long time. It might be that whatever you observed really stemmed from the AI not properly coordinating the arrival of multiple fleets. If you think you see it forgetting that a big fleet was present just a turn or two ago, then please, as above, make an issue with screenshot and again with a savegame preferably from a couple turns or so before the big mistake.Some guesses would also be nice, such as remembering that last turn an opponent had a big fleet within scanner range, and the military strength of that opponent has not gone down, so there must still be a big enemy fleet 1 turn out of scanner range.... but that's a step past easy.)
Whatever the released stable 0.48 is.
I don't know how to quantify 'abandon', but it happens. Note my earlier post from last week along the same lines.It's been quite a while since the AI should have stopped doing that with abandon.
It should *never* misjudge the defenses of a Sentry, Sentinel or Maintenance Ship. So if that's what is happening, something fundamental is wrong. Because judging defenses doesn't get simpler than that. If there are any defenses, of course!A remaining point of weakness is that if it has sent enough warships that it thinks should be enough to clear out the defenses, it could let a colony/outpost ship go ahead and start that last leg, and if it turns out it misjudged the defenses
Not unescorted! No, no. Escorted by a *scout*, yes. Escorted by a ship that will take 10 or more turns to kill a Maintenance Ship, yes. Or by a ship that will get killed *by* the maintenance ship over 5 or more turns, yes.then of course that will often work out badly for it. In general the AI should be safer than it currently is in that regards. But if you see it just sending an un-escorted colony/outpost ship into a known defended location then that shouldn't be happening with current master, please make an Issue with a screenshot and a savegame (preferably from 2-3 turns before the AI sends the ship into doom, so that the savegame could be used to test a fix not just verify the problem).
Hmm. It's hard to know whether it is forgetting about my big fleet, or whether it has decided that something else is more important, or whether it doesn't have a good understanding of how to gauge the strength of a force. Although I'm quite sure the last is true: A lot of the AI behavior is explained by its failure to assess the strength of forces, leading it to attack when it shouldn't, not attack when it should, etc... although not all.That is actually something that has been implemented for a very long time. It might be that whatever you observed really stemmed from the AI not properly coordinating the arrival of multiple fleets. If you think you see it forgetting that a big fleet was present just a turn or two ago, then please, as above, make an issue with screenshot and again with a savegame preferably from a couple turns or so before the big mistake.Some guesses would also be nice, such as remembering that last turn an opponent had a big fleet within scanner range, and the military strength of that opponent has not gone down, so there must still be a big enemy fleet 1 turn out of scanner range.... but that's a step past easy.)
For folks who are active on the boards here we encourage playing the most recent test versions (threads with download links are at the top of the General Discussion Board). This week's test builds include a bug fix related to that out-of-sight-enemy AI issue that was bothering you, hopefully you'd find the handling much better now.