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civilis

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  1. Also ich weiß ja nicht, wie ihr das so hört ... bei mir sagen die Mädels immer: "Bin gleich soweit." und die Schleuderer brüllen: "Prost Ballermann!" ... gefällt mir.
  2. Ahhh, I see, his comment is a confirmation ... the land "sees" indeed, ok. Somehow I thought, he is contradicting me and already tried to figure out, what in the case Fog Of War ... it means to use an Alternating Turing Machine ... [[[Wiki: An alternating Turing machine (ATM) is a non-deterministic Turing machine (NTM) with a rule for accepting computations that generalizes the rules used in the definition of the complexity classes NP and co-NP. The definition of NP uses the existential mode of computation: if any choice leads to an accepting state, then the whole computation accepts. The definition of co-NP uses the universal mode of computation: only if all choices lead to an accepting state, then the whole computation accepts. An alternating Turing machine (or to be more precise, the definition of acceptance for such a machine) alternates between these modes. An alternating Turing machine is a non-deterministic Turing machine whose states are divided into two sets: existential states and universal states. An existential state is accepting if some transition leads to an accepting state; a universal state is accepting if every transition leads to an accepting state. (Thus a universal state with no transitions accepts unconditionally; an existential state with no transitions rejects unconditionally). The machine as a whole accepts if the initial state is accepting. ]]]
  3. Fog Of War ... Automated Teller Machine Anti Tank Missile Air Traffic Management Adobe Type Manager ... Sorry, I simply cannot understand, what you are telling me. Please explain.
  4. As I understand it, often the ComputerPlayer units get a target (enemy unit) assigned on creation and then walk (religiously follow) to fight this target (also when they or even ANY other own unit cannot see that target, the land "sees"). While in general, I think, this global trajector is a good approach, the AI should be more opportunistic: In the example below, about a dozen Hoplites & 4 JavelinChamps of Yellow were (and still are) attracted by my JavelinChamp in the middle of the line and the selected Hippeus (the 2 units, which were the first entering yellow territory). So they marched from the south through the 4 Prodromos and took bravely all their hits (instead of attacking them). Even now, as the 4 Hippei(?) walk southeast (in order to lower the density of units feeding the JavelinLine by pulling those Hoplites attracted by the selected Hippeus and also to take care of some marauding slingers, which should have accompanied the group anyway), the 2 Hoplites try to fight the selected Hippeus (instead of attacking those in melee range). Why do Hoplites not hit Cavalry, which they can hit IMMEDIATELY?
  5. It depends heavily on GameSpeed and should be customizable (ingame) in detail which events trigger notifications (including completely turning off for HighSpeedPlayers). Of course you won't be surprised, that I want for me a lot of notifications being active ... playing nearly a TurnBasedStrategy game on the 0.2second ticks.
  6. Yes, All my comments in this thread are based on the 'Rhododactylos' version of the game and my current game of its 'Necropolis' scenario. Which I like to finish, by the way. I suppose, most of my points are still valid for the newer versions. Am I wrong? Have I overlooked the possibility to focus the map on the currently selected unit or building? (Bad habit of mine to strike the C key for that ) The "training" end of Gyne, sheep, cavalry or most buildings I never miss, but the generation of eg. slingers etc. I do ... In general, I'd prefer to receive additionally to the sounds also notifications (small icons on one edge, sorted chronological, with colors or symbols showing their type), which can be opened and give there a brief text and GoToEvent&Close / Close&DeleteNotification - Buttons. The notifications should inform about the completion of orders (reached location, killed target, depleted resource ... completed building, training, healing ...) with the ability to configure the triggering events and to delete All notifications.
  7. I would like to to give the selected Hoplite the order to move straight into the gap between the 2 other Hoplites and further to the pyramid (instead to turn NOW towards east as he does on its own and collide with the stone returning Hoplite [wrong animation]), but this is impossible, because nowhere in front of the selected Hoplite can I do a right-click onto the ground, always the mouse is auto-changing there to either Left Hoplite position or Right Hoplite position or Pyramid position. (The behaviour of the AI co-controlling my units is one thing - the precision of the User Interface giving me the ability to regain control over "my units" is another ...)
  8. I would prefer if the sheep's birth would sound different from its death, because for me one is kind of a false alarm with respect to the corral production pipeline. Also it is nice to have different voices responding to the same commands, but it feels a bit irritating, if _one_ selected unit gets (with shift) several identical commands (say GoTo in rally points or deplete this tree, then this, then this) and answers with _random_ voices. In this case the voice should be kept the same.
  9. I seem to remember reading something about speeding up the development of blacksmith-improvements by garrisoning a soldier at the blacksmith ... Is this implemented in a18? How big is the speed advantage and must the garrisoned unit fit to the development (for example caval, ranged or infantry, melee)
  10. The lady coming from the north will be happy tonight. She will successfully deliver wood to the Apotheke and see her boyfriend, who is going to break in right now ... but what about the eastern lady? Can she now deliver too? And will she meet her boyfriend at the quarry or is she out of luck???
  11. I use now as "sync" message the Change of food units of a selected hunter gathering food _or_ the Jump of the magenta squares of moving units in the obstruction overlay (or is it underlay? Laying hidden under trees, mines etc.) ... Nevertheless it would be handy, if the displayed "Game Time" could be incremented in 0.2 second steps to reflect, when the screen is really updated (besides animation moves).
  12. ((Just in case anybody wondered about what I meant with "sync" message: could be a simple text (for a quick test implementation) or e.g. a symbol in an overlay which toggles between 2 states ... in the same frequency as the food,wood,stone,metal-quartet is updated or the animation of walking units after a direction change is updated ...)) As far as I found out the smallest entity of "game time" IS a second. And to create _anything_ like a "message" would make it necessary to touch the C++ code ... I want to append some thoughts to what and on 5/7/2016 at 7:46 AM, me: I like this idea too. So I propose, to let the normal queuing as it is (left-click) AND to add another queuing mode (invoked eg. with ctrl-left-click & using icons with different colored border or background) with unpaid units. Of course this queues stop when the resources are missing. New queuing mode icons could be appended behind the normal queues with already paid icons. This new queuing mode would also allow to repeat the selected unit production until stopped (maybe invoked with alt-left-click). I am aware that this would make it necessary to add attributes to "not yet existing" units, that is to members in the creation queue - but this helps with other aspects already pending: give units in the queue different destination points, give them different stances (aggressive, defensive) ... In this context it would probably help, to be able to set the creation queue in CCs, barracks ... on HOLD in order to priorize the creation queues in other CCs, barracks ... [in the case of emergency, e.g. being attacked while resources low / Edit2] [Edit: Another small point: I suggest to allow setting a symbol between units as delimiter between different teams or tasks within the queue, maybe a bar or tiny circle or so.]
  13. Is it possible to display in a easy way the fractions of a second in the 'Game Time Overlay' or anywhere else (maybe even a LOG-FILE)? I ask, because when I give orders in ultra-slow-motion, they are processed correctly later when the game runs quicker ... BUT those orders are not included in a quicksave (and missing after a quickload). So I would like to let run the game a specific amount of time / fraction of a second ... (Ideal would be a "sync" message, like temporarily displayed error messages)
  14. I suppose, what I wanted to say in my last 4 posts is that I would like to get more WYSIWYG in the Set Building process. More clues what the outcome will be. [All my comments in this thread are based on the 'Rhododactylos' version (the default one for Ubuntu15.10) and the 'Necropolis' scenario.] Playing this as red, I have access to a tiny part (in the north) of the large pyramid, while most of it "belongs" to Yellow on the other side of the border. So I need there a lot of precise points for GOTO orders to units - BUT there is a gigantic area _around_ the pyramid in which the cursor is just 'dismantle ruin', so I cannot give these precise goto-orders. (?) The same is valid for (concatenated!) fields: I would like to give goto/rallypoint-orders within (the passable parts of) those very large objects. [Edit: If the pyramid is in the middle of my territory this 'dismantle ruin' is fine, but Yellow sends now and then single slingers, Hoplites or JavelinChamps which are walking around my gathering units ... all my units there are strictly pacifistic ("passive") most of the time (just removing the most aggressive), because I want only remove the stones from the pyramid as fast as possible and then pull back ... if I attack Yellow massively, he brings more units the more I kill - if I am patient, he is passive too (even kills Blue units, which don't hesitate to hit me there), just attacks sometimes my units, which I simply retreat, heal & send back. In short: it is a pain to manouver my units indirect in zickzack by 'Goto' outside the pyramid area and then (partly back) towards 'dismantle ruin'.]
  15. For the temples I suggest 'autoeject when healing is ready' as default and option to prohibit that in emergency or to show the health bars of the "garrisoned" units in the temple. Buildings under construction, when selected, could tell the whole time to build and the remaining time in seconds (constant workforce implied). "we also want some other changes to the obstruction stuff. Like allowing circular obstructions" I don't know, whether this will help from a players point of view. Right now when I want to set a building, I turn on the obstruction overlay and / or the pathfinder overlay. Nevertheless it is difficult for me to set an Apothe_ in a satisfying position within the quarry spots - those are overlapping and / or have different distances to each other, different orientations, making it nearly impossible to predict whether a worker will be able to pass when another is working between the spots ... ... I find it interesting to watch the units in slow motion and think about programming the AI behind the moves. But as player of the game, as it is intended, I find it frustrating to watch a slinger to walk around the whole block because a passage was blocked just at the moment he wanted to pass, but is free 95% of the time - or two Hoplites at a mine dancing ballet with symmetric moves forth and back until a third comes and want to pass ... (The question as player is how to overcome the given behavior by setting the Apo in the 'right location' - maybe it helps to purposely let a broad gap between Apo & quarry??)
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