Likes and dislikes for species?
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Re: Likes and dislikes for species?
All this just because one misclicked on the wrong Colony Building a few turns before ?
- Geoff the Medio
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Re: Likes and dislikes for species?
The Evacuate Planet building could require there to be a viable evacuation location to be producible, or to take effect once produced.
Re: Likes and dislikes for species?
Not showing the evacuate building when there is no suitable location sounds reasonable.Geoff the Medio wrote: ↑Wed Dec 22, 2021 9:29 pm The Evacuate Planet building could require there to be a viable evacuation location to be producible, or to take effect once produced.
Regardless of this. I'd think the intention would be rather to evacuate. So rather warn that this is not happening instead of having evacuation silently failing. If you queue the building in a few turns before it actually happens is fine (as a planning tool) and the player can simply ignore the sitrep for that time. (one scenario: you queue evacuation to send people to a new colony while the colony ship is still on its way)
Last edited by Ophiuchus on Thu Dec 23, 2021 3:41 pm, edited 1 time in total.
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Re: Likes and dislikes for species?
For that you can reload a few turn before.
If it is a multiplayer, pay more attention or ask for ways to make such mistakes less easy, because that must not be fixed through pseudo-broken mechanics.
In MOO2 you could not annihilate populations if you were Democracy, but you could transport unwanted species to filled-up worlds for them to die upon arrival, hence circunventing that intended drawback of democracy. We've had such think here in FO and we can get rid of it. If the only reson to not do so is for you to quickly depopulate a mistakenly populated planet, that would be quite lame, don't you think?
Re: Likes and dislikes for species?
i have read a little further in the thread than this quote, but all the extermination talk following that makes for not much fun ..
-->
just a thought. i'll try and read on in the thread..
anyway i propose a general change to the likes and dislikes and to all of them: make explanations mandatory, not just for species-(dis)likes but for policies and speciels and everything else. change data structure so they explicitly require an explanation text, change how its displayed in pedia from comma separated linked list to smth more like this example:
Code: Select all
likes = [
"BLD_LIGHTHOUSE" WHY_KHAKTURIAN_LIKE_BLD_LIGHTHOUSE // "if there were a greenhouse they would like that too"
"BLD_STOCKPILING_CENTER" WHY_KHAKTURIAN_LIKE_BLD_STOCKPILING_CENTER // "why, to store all the seeds for the next rainy season of course"
"FOCUS_GROWTH" WHY_KHAKTURIAN_LIKE_FOCUS_GROWTH // "what else would a plant want?"
"FOCUS_PROTECTION" WHY_KHAKTURIAN_LIKE_FOCUS_PROTECTION // "yep, that one too.. happily bristling with thorns, soaking sun, la la la"
"HEAD_ON_A_SPIKE_SPECIAL" WHY_KHAKTURIAN_LIKE_HEAD_ON_A_SPIKE_SPECIAL // "we likes the spikes"
"PLC_POPULATION" WHY_KHAKTURIAN_LIKE_PLC_POPULATION // "grow, grow, grow your load, gently down the .."
"TIDAL_LOCK_SPECIAL" WHY_KHAKTURIAN_LIKE_TIDAL_LOCK_SPECIAL // "eternal daylight yeah! nightsiders? not a problem for us prickly plants we got no blood"
]
Code: Select all
Likes:
Interstellar Lighthouse - reason: if there were a greenhouse they would like that too
Imperial Entanglement Center - reason: why, to store all the seeds for the next rainy season of course
Growth - reason: what else would a plant want?
Protection - reason: yep, that one too.. happily bristling with thorns, soaking sun, la la la
Head on a Spike - reason: we likes the spikes
Population - reason: grow, grow, grow your load, gently down the ..
Tidally Locked Rotation - reason: eternal daylight yeah! nightsiders? not a problem for us prickly plants we got no blood
Re: Likes and dislikes for species?
beware little ones you of below legal age, do not read on without your parents permission, we could just have a sex bot tech and introduce the (don't date the) robots to some planet and let the population die off naturally and happily over some longer period like 10 or 20ish turns without procreation but lots of happifying sex drones. and in the end only exobots remain when they peel off their sexy shells.
edit; this would probably not work for all of the species where something in their backstory explains why they would be immune to the allure of extinction by sex bot
edit again; lets call em (s)exobots ^.^ maybe
Re: Likes and dislikes for species?
i was trying to introduce species likes and dislikes effects as discussed somewhere briefly in this thread. .. and i noticed some strange errors, which lead me to believe that SP_LEMBALALAM species definition file does not reference the BASIC_POPULATION macro which i'll go ahead and fix in an upcoming pr.
edit; attaching screenshot of proposed fix.
edit; attaching screenshot of proposed fix.
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- Geoff the Medio
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Re: Likes and dislikes for species?
This is probably intentional, see: https://www.freeorion.org/forum/viewtop ... 795#p84795
Re: Likes and dislikes for species?
i can not find explicit mentioning of the basic_population macro there although i get the idea and had read at least their pedia page.
i still think this may be some sort of bug or overlooking – these are the lines that will come in with the proposed fix:
[[FOCUS_CHANGE_PENALTY]]
[[ADVANCED_FOCUS_EFFECTS]]
[[STANDARD_CONSTRUCTION]]
[[STANDARD_METER_GROWTH]]
[[SPECIES_LIKES_OR_DISLIKES_SPECIES_STABILITY_EFFECTS]]
of those only the last is really new written by me, and i did not find the focus change penalty or other things in their species file. and must confess i do not recall ever conquering them in a game in the wild and not really having tested if there is something off about their changing focus. i've started to play a game recently with those changes. it's at least as playable as normal master is as well, all pedia pages i looked at seem to work as expected, havent come across them on the map yet though.
and i think i'm slowly getting the hang of those new policies and influence and governance ^.^ and gonna give it a try introducing one or two new policies concerning field or monster effects in that pr
i still think this may be some sort of bug or overlooking – these are the lines that will come in with the proposed fix:
[[FOCUS_CHANGE_PENALTY]]
[[ADVANCED_FOCUS_EFFECTS]]
[[STANDARD_CONSTRUCTION]]
[[STANDARD_METER_GROWTH]]
[[SPECIES_LIKES_OR_DISLIKES_SPECIES_STABILITY_EFFECTS]]
of those only the last is really new written by me, and i did not find the focus change penalty or other things in their species file. and must confess i do not recall ever conquering them in a game in the wild and not really having tested if there is something off about their changing focus. i've started to play a game recently with those changes. it's at least as playable as normal master is as well, all pedia pages i looked at seem to work as expected, havent come across them on the map yet though.
and i think i'm slowly getting the hang of those new policies and influence and governance ^.^ and gonna give it a try introducing one or two new policies concerning field or monster effects in that pr
- Geoff the Medio
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Re: Likes and dislikes for species?
No growth effects is consistent with:
Try to not put too much, especially too much unrelated stuff, into a single pull request.
Re: Likes and dislikes for species?
i am copy pasting the following comments from the respective macros which would be quite general in nature and not only concerning the population meter as i understand it:
FOCUS_CHANGE_PENALTY
''' // penalize changing focus by reducing the non-focused resource meters on the turns after the focus change.
// these effects reduce the non-focused resource meters by 2 on the turn after a focus change.
// eg. if changing to industry focus, if the new research target is 10 and the research is 20, research will
// be reduced by 2 to 18. If research is 11, then it will be only reduced to the target (10).
ADVANCED_FOCUS_EFFECTS - alas, this has no comments but contains goodies such as FOCUS_PLANET_DRIVE and FOCUS_DISTORTION and FOCUS_STARGATE_RECEIVE
STANDARD_CONSTRUCTION
// increase or decrease towards target meter, when not recently conquered
// always ensure minimum value of one, as this is necessary for being attacked
STANDARD_METER_GROWTH
// increase or decrease towards target meter of planets, when not recently conquered
// increase or decrease towards target meter of ships
// removes residual production from a dead planet
aye.Geoff the Medio wrote: ↑Fri Feb 11, 2022 10:04 pmTry to not put too much, especially too much unrelated stuff, into a single pull request.