With the current state the PR looks like it is working okay.
But it does also something more: it attacks also neutral defenseless planets (which might be what we want if that is a planet with regenerating defenses/natives).
So any ideas what is the best criterium to use for the attacking defenseless planets? Population greater zero? High-tech natives?
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Does that mean that non-neutral enemy populated planets also continue to receive fire even after they are suppressed? I remember that was something we were trying to avoid so that planets didn't cause your ships to waste too many shots.
swaq wrote: ↑Sun Apr 19, 2020 1:34 pm
Does that mean that non-neutral enemy populated planets also continue to receive fire even after they are suppressed? I remember that was something we were trying to avoid so that planets didn't cause your ships to waste too many shots.
Ah right, I forgot about expendable munitions (i.e. missiles etc). Yes, if we use targeting for solving this it means shooting at defenseless planets. We could simply forbid expendable munitions to fire at such (or even wait until defenses are strong enough to warrant a response).
If we do not use targeting to solve this it means you guys need to come up with a better solution.
Last edited by Ophiuchus on Sun Apr 19, 2020 1:44 pm, edited 2 times in total.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
swaq wrote: ↑Sun Apr 19, 2020 1:34 pm
Does that mean that non-neutral enemy populated planets also continue to receive fire even after they are suppressed? I remember that was something we were trying to avoid so that planets didn't cause your ships to waste too many shots.
Ah right, I forgot about expendable munitions (i.e. missiles etc). Yes, if we use targeting for solving this it means shooting at defenseless planets. We could simply forbid expendable munitions to fire at such (or even wait until defenses are strong enough to warrant a response).
If we do not use targeting to solve this it means you guys need to come up with a better solution.
This was a problem even for non-expendable munitions. Defending fleet in a system with 3 or 4 planets was very hard to defeat due to so many shots continuing to fire at the planets.
Ophiuchus wrote: ↑Sun Apr 19, 2020 1:44 pm
Another KISS idea: add minimal infrastructure to outposts? OTOH why did this bug reoccur?
If I recall correctly this bug was unfixed when trying to fix the planets keep taking fire issue. Previously when ships fired indiscriminately the planets would always be hit (and resuppressed) regardless of what their regen status was at the expense of wasting many shots.
swaq wrote: ↑Sun Apr 19, 2020 1:41 pm
This was a problem even for non-expendable munitions. Defending fleet in a system with 3 or 4 planets was very hard to defeat due to so many shots continuing to fire at the planets.
That should not be a problem now because Ophiuchus fix uses the OrderedAlternativesOf, so it would target defenseless planets only if there is not other interesting target. And also (and I like that quite a bit, unless I'm missing something) it would not target defenseless planets if there is enough defensive ships in the system, so invasion would be hindered by such strategy (not much, just one turn, because of the 1 shield regen).
Ophiuchus wrote: ↑Sun Apr 19, 2020 1:44 pm
OTOH why did this bug reoccur?
If I recall correctly this bug was unfixed when trying to fix the planets keep taking fire issue. Previously when ships fired indiscriminately the planets would always be hit (and resuppressed) regardless of what their regen status was at the expense of wasting many shots.
That was long ago wasn't it? Why is it now again a problem?
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Ophiuchus wrote: ↑Sun Apr 19, 2020 1:44 pm
Another KISS idea: add minimal infrastructure to outposts?
Made an alternative PR-2879 which ensures minimum (Max)Construction one for empire's outposts. I checked that the construction value gets set to one on the outpost I build.
Do non-empire outposts exist? If so the implementation would not work for that case. I think outpost == (owned + zero pop), so that should not happen. Never depopulated natives.
I think I prefer the outposts-have-minimal-construction-one fix to the shoot-at-defenseless-planets-if-no-other-targets fix.
Please playtest.
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