General consensus so far seems to lean more toward not include the new fighter/carrier mechanic into 0.4.6. Originally I'd wanted to include it, but now I also think we should take the more conservative approach and leave it out.Morlic wrote:Mandatory:
-Fighters branch needs more adjustments if we put it in.
So, unless anyone objects, I'll flag fighters/carriers as post 0.4.6.
Ok, this is important, and definitely needs to be done. Especially given Mats assessment:High priority:
- The AI is not adapted for supply propagation changes at all. Probably should. Probably also non-trivial, but I have to play more games to actually decide what is good to do and what not. Then again, I can't remember complaints on how the AI sucks at the new system, so potentially not too important and small, simple adjustments are just fine.
That's serious, and needs to be addressed.MatGB wrote:It does OK, currently, unless the human player does something to take advantage of the lack of knowledge of how it works, if you get a good supply species in or near their border and/or conquer a smallish world, and then put that world on Logistics, you can fairly easily completely isolate all production centres and then walkover them once you've won eliminated the main fleet, as planets don't even share resources in system if it's not in your colour. They're not awful, but that needs looking at.
We've got two options here: either the AI team manages to adjust the AI to the point where it can handle this properly, or we need to put in a stop-gap solution by adjusting the supply propagation mechanic. The issue here is that if you have stronger supply propagation into a system with enemy colonies than that enemy, you completely overwhelm his supply, and his colonies can't share supplies anymore (not even the colonies in that system among themselves) - and all that without you having any colonies of your own in that system.
The temporary adjustment could be that if you have a colony in a system, no enemy empire can supply propagate into that system and overwhelm your supply, regardless how strong its supply propagation would be into the system - unless such an enemy empire has at least an outpost in the system.
Whatever you guys prefer/can be done within the next two months. Although posting a cheap armed ship in a "supply contested" system should be sufficient to deal with the problem, and that probably shouldn't be to difficult to get the AI to do?
Yep, that's a must.- Basic adjustments to new drydock logic if Mat changes more of it...
Ok, will go onto the list too.- Weapon upgrades need some more minor adjustments (should not be too much work)
Ok. @Everybody: whoever comes accross or notices something of this kind that they think should be addressed, please open a respective issue on github.- The AI research path needs to be checked and adjusted (feel free to make suggestions if you think specific techs are researched too early/late etc.)
Ok, your call. If you think you can finish/wrap it up fairly quickly, I can put it on the list. But only if you can fit it in after taking care of the high priority stuff. In case of doubt better leave it for after 0.4.6.Low priority:
- I have some mostly finished reworked shipyard logic which works seemingly fine lying around since December. May or may not be included.
Well, then better leave it out.- There is some WIP research rework. Currently doesn't really seem to make viable decisions. I don't know if anyone is working on that at the moment.
Agreed. Sounds like a bigger project, and we should not start any more of these before the release.Some things I wouldn't plan to include in the release that were mentioned (unless someone else wants to do it or has already started working on it):
- Stealth/Detection implementation
Depending on what exactly you mean by this and how much effort it would require... to be more precise: if this is about adjusting the AI to better deal with the "new" colonization mechanics (already introduced in the last release, so not really "new" anymore), and it could be done with a moderate amount of effort, then I'd like to see it done.- Improved colonization logic
Otherwise (if you're talking about a more general optimization of colonizing logic, and/or that will require some serious effort), agreed, lets keep it out.
Agreed, lets leave it out.- Support for some crazy complicated parts such as solar webs. Don't expect it to happen any time soon.
Well, um , yeah...- At least 785 other things which need improvement including pretty much any part of the game and spanning the entire range of complexity and concerning things that were added "recently" as well as things that were surely introduced before 2010.
No problem. Things will stay that way until 1.0 I guess...
I see. Well, with Dilvish back, but still not around that much and probably having to do a lot of catching up, that leaves Cj, and his time is limited too as far as I can see. That means, if we want to release in June, the AI team has basically a month (May) to wrap things up. I can't really judge how much effort all those items above are going to require, your guess is probably far better than mine.I definitely won't have any time for FO development until end of month though.
Adjusting the AI to these changes need to be given priority: new supply propagation mechanic, new weapon upgrade mechanic, revised drydock repair rates, adjustment of the AI research path where necessary. Do you think you can get that done until end of May/beginning of June? If you can fit in anything else, fine, but only if you think you can get it done in May.