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bi-annual monster revamp #3306

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merged 22 commits into from Mar 9, 2021

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agrrr3
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@agrrr3 agrrr3 commented Feb 11, 2021

Updating monsters to current state of the game

forum thread

Polished basically all monsters we have.

What i did not do: krill-eating predators, flight behaviour

Only place I changed behaviour: tree are not aggressive anymore, but obstructive

What is missing: a graphic (and maybe better naming etc) for SR_GRAV_PULSE, i reused the grav pulse bombardment weapon icon

@agrrr3 agrrr3 changed the title 20210128 monster revamp bi-annual monster revamp Feb 11, 2021
@geoffthemedio geoffthemedio added category:tweak The PR contains insignificant code changes, like code style grooming or value tweaking. component:content scripting The Issue/PR deals with the FOCS language, turn events or the universe generator. category:feature The Issue/PR describes or implements a new game feature. and removed category:tweak The PR contains insignificant code changes, like code style grooming or value tweaking. labels Feb 11, 2021
@agrrr3 agrrr3 force-pushed the 20210128_monster_revamp branch 2 times, most recently from 0ceb34e to 54a1b6d Compare February 11, 2021 16:23
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agrrr3 commented Feb 12, 2021

there is a 18ab4bb in this history, not sure why the commit is suddenly 01b1805 in the master (@geoffthemedio did you force-push to master?), so I kick that 18ab commit out of the history and again do a rebase (actually the contents is the same and it is the current tip so there is no reason for a repush, dunno)

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@geoffthemedio did you force-push to master?

Not intentionally or that I know of.

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agrrr3 commented Feb 13, 2021

AFAICT this is good for merge

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With this applied, I get some AI chat error messages:
[13 Feb 13:12:11] AI_3: AI_Error: AI script error : _targets.py:get_allowed_targets():14 - AI has no targeting information for weapon part %s. Will assume any target allowed.Please update CombatTarget.PART_ALLOWED_TARGETS in AIDependencies.py

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agrrr3 commented Feb 13, 2021

With this applied, I get some AI chat error messages:

thanks for catching this

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agrrr3 commented Feb 17, 2021

I was playtesting this a bit and i have a freeoriond crash if i send a carrier into battle. Not sure how this is possible (enemy has only mass driver, so my changes should not have an influence on the combat at all).

I went and build 0437322 (weekly-build) and older revisions locally. And I get the same behaviour shrug

edit:
So it looks like a31333b broke this, but i know geoff revert part of that in 9f6b928 (so something probably missing).

I think the cause is the m_species_name reference in Fighter.cpp

Axel Groß added 15 commits February 18, 2021 21:09
…uble-shot

In bout 2 attacks 2 fighters
After that it attacks ships if such are available. Else it crushes fighters and planets.
So main attack is delayed.

Making it two shots keeps overall damage and shield piercing the same.
Note that this doubles damage growth
…n helping monsters keep the fighters and swarms away

* all 12 shots do 1 damage in round 2
* targets everything
…ix dam scaling

Switch SM_GUARD_3 useless Flak upgrade to similar ARC_DISRUPTOR upgrade
(also fix damage scaling for upgrade)

Switch SM_GUARD_2 Flak upgrade from damage to shots; also fix scaling
Axel Groß added 5 commits February 18, 2021 21:09
…ons will be wrong if weapons do not shoot every combat round

E.g. for close range weapons like SR_JAWS the estimation will be double the real value
This is to be solved in a later PR
Cause it is only used by monsters and i dont want to review all the slots.
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Adjusting the number of combat rounds

Making things configurable has one huge drawback. It takes time and resources to implement and support. And it pays off only if you did it correctly.

At this point, I'd suggest hardcoding these combat rounds (both in text and focs). This will make things simpler. And later on when/if we decide to change how combat works, we can just manually fix all weapon scripts and translation entries. At least we will have a better understanding of why we need to do it. Actually, I think that 4 rounds and existing focus features give a lot of flexibility.

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agrrr3 commented Feb 26, 2021

Adjusting the number of combat rounds

Making things configurable has one huge drawback. It takes time and resources to implement and support. And it pays off only if you did it correctly.

Adjustable combat rounds is in the game since forever (and it doesnt play nicely with "ranges"). Adding the values for ranges takes me about ten minutes I think. I just dont know if geoff wants it or not.

At this point, I'd suggest hardcoding these combat rounds (both in text and focs).

so basically you take back your suggestion and you agree the PR can be merged in its current state?

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@geoffthemedio is it ok for you if i introduce a rule for defining the first combat round in which the targets come into range?

I don't really care / have an opinion about it. Keep the rule defined in FOCS, not C++, though.

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agrrr3 commented Feb 26, 2021

@geoffthemedio is it ok for you if i introduce a rule for defining the first combat round in which the targets come into range?

I don't really care / have an opinion about it. Keep the rule defined in FOCS, not C++, though.

Cool, done

One upside of using the value refs in stringtables is that you can see in the encyclopedia that you can adjust the value using a game rule.

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so basically you take back your suggestion and you agree the PR can be merged in its current state?

My suggestion was to remove *COMBAT_ROUND* entries and just hardcode values in the translation. Anyway, I am not blocking the merge, it's just a suggestion.

…E_TARGETING_RANGE

SR_TENTACLE and SR_GRAV_PULSE depend on the fighter launch pattern so currently no SHORT_TARGETING_RANGE is necessary
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is this done?

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agrrr3 commented Mar 9, 2021

is this done?

Yes.

@geoffthemedio geoffthemedio merged commit 71749e2 into freeorion:master Mar 9, 2021
@geoffthemedio geoffthemedio added the status:merged All relevant commits of this PR were merged into the master development branch. label Mar 9, 2021
@Vezzra Vezzra added this to the v0.5 milestone Mar 14, 2021
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4 participants