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Showing content with the highest reputation on 2014-08-30 in all areas
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I'm all for same information for humans and bots in the game, that's why I coded scouts to explore the map, to find treasure and to detect resources instead of just reading resource or passability maps. I published a video in a another thread showing them in action. But that's not the point here, instead it seems the commandline interface broke since A16 and automated testing is no longer an option. Apparently bot developers are now expected to clickfest their way through the GUI to test specific maps and civs. So, any AI which depends on heuristics, genetic algorithms, neuronal networks or machine learning are now impossible. At least for developers who don't have the resources to pay a huge team of testers and equip them with machines. Hannibal consists now of +20,000 lines of code including a triple store, a query language, a HTN planner, a path finder and other modules. All loops are hand optimized and run fast in native code. It launches autonomous groups to build a village, scout the area or gather resources. Units know when to hide in buildings or to counter attack based on their health status and their tasks. They rebuild the fields and buildings if destroyed they are responsible for. It explores the technology tree of its civilization to research only the technologies advantageous for the map to play and the enemies to fight. The project is at 80%, missing now is combat action on land and water, which needs the most testing. The units will detect weak points of the opponents based on a potential field explored by scouts to no start suicide missions. I don't want to give up now, not at this stage and not with all the features implemented and goals accomplished so far. I'm quite sure Hannibal will be a resourceful enemy in single and multiplayer games, challenging you to constantly come up with new strategies and tactics. If anybody reading this is willing to help out with testing, please let me know. //agentx.cgn[]gmail.com\\2 points
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AFAIK there never was a "viking civilization". It was more like a part of a society made of Balts and Germanic peoples (or perhaps better "initially mainly PPL from the surroundings of the Skagerrak and Kattegat") in a specific part of their life. Many young man followed the "viking lifestyle" for a few years in the hope of getting respected and finding treasures. The majority of this society seamed to consider PPL following this specific way of living for too long criminals or at least didn't welcome their return to the base society very much (Guess because it was hard to reintegrate them into the sedentary society). So I'd see it more like an extended "initiation rite" of a civilization and not as a standalone civilization at all. (As I wouldn't consider PPL being out on the wallaby a civilization) Norse might be considered a civilization and seam indeed to be founded by some parts of the viking PPL - especially some exiled ones (e.g. Eric the Red was exiled for murder). So the exploration (and later colonization) of Greenland by Europeans (at that age) was somehow an act of necessity for the explorers. The European colonists in Greenland are AFAIK what now is considered "Norse" mainly (though there seams to be no strict definition whatsoever). However, this was long after 500 A.D. (986 the first settlers arrived and the colonies lasted for about 500 years). So I fear the image of "Vikings" is more based on legend, tales and rumors than it is based on facts and historical accuracy. Though it might be interesting to have the original civilizations (Balts and Germanic peoples and later also Normans and (Celtic) Gauls) in that had extended knowledge in building small and fast ships able to cross oceans and - on disembark - exploit the local population to trade goods of warfare (e.g. horses) just to use them to raid other parts of the same local population or just blackmail them for stopping their raids this still happens after 500 A.D.: "The period from the earliest recorded raids in the 790s until the Norman conquest of England in 1066 is commonly known as the Viking Age of Scandinavian history. (English Wikipedia)" It's hard to exactly distinguish the cultures since the names (Germanic People, Balts, Normans, Gauls, Celts) most of the times refer to PPL living in a roughly specified region with a roughly defined ancestry with a roughly known culture and often also blur with groups of PPL speaking a similar language. Additionally most of the naming and classification was done by other cultures and not the cultures themselves so we might still be quite wrong with our modern grouping. EDIT: I didn't initially see that this was for a mod, not the main game, sorry. (Still hope this post might help clarifying things)2 points
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It would be nice to return to general room when you're hosting or you have joined a game that hasn't start yet. Of course then, they should be tools for advising a player that isn't aware of the preparation of the game. This way was implemented in Aoe3 Also would be nice to see the chat historial that was writted before you entered in a little time span. So you can see the full sense of a conversation. This should come with an option to clear.2 points
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I'm reading a book about statistics at the moment. I expect this to be useful when measuring and comparing performance, especially in cases where the results vary a lot between multiple measurements. I'm posting my conclusions here because I'm not very confident that they are correct and would be glad about some feedback. So for trying it in practice, I've made multiple performance measurements. They were all with r15626 and c++11 enabled. It was from a 2vs2 AI game on "Median Oasis (4)" over 15008 turns. The values are the number of seconds it took to complete the whole replay in non-visual replay mode (-replay flag). I've made the same test 10 times. 665, 673, 675, 669, 666, 668, 668, 678, 679, 667The average value is 670.80. That value alone doesn't tell us how much different measurements vary, so we also need the standard deviation, which is 5.07. This still doesn't tell us how reliable the result is. Would it be possible that we measure another time and suddenly get a value of 800? Based on my experience with this kind of measurement I can say that this is very unlikely, but how can this be proven with statistics? This can be done by calculating the confidence interval for the average. We start by calculating the standard error of the average value : s = standard deviationn = numbersm = standard errorsm = s/sqrt(n) = 5.07 / sqrt(10) = 1.06Now to calculate the confidence interval, we have this formula (t-table here): m = averaget = t-value in the t-table for df = n-1 and using .0.05 in the "α (2 tail)" column.0.05 stands for 95% probability.u = universe average (I hope that is the right term in English)--> m - t * sm < u < m + t * sm--> 670.80 - 2.262 * 1.06 < u < 670.80 + 2.262 * 1.06--> 668.40 < u < 673.20So we've chosen the t-value for 0.05. This means if we repeat the test, the average value will be between 668.40 and 673.20 with a probability of 95%. I'm uncertain about normal distribution. The t-test requires normal distribution of values and I assume that the measured values aren't necessariliy normal distributed. I'm also not sure if the central limit theorem applies here because we are working with an average value. Any thoughts?1 point
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The first more complex 3D model. The wagon prop still is missing. The reference of epicness was created by Ayakashi: (all the following research by Ayakashi too) Another storehouse + wagon reference: The roof references: And here my poor try to not let his work be for nothing: This time it's an especially awkward result, probably I have to add colours. .1 point
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Hi everyone, The fogging system, that allows hiding the changes to building in the Fog-of-War, has just been added to the svn version. (r15612) This change is a huge change, and even if much work has been done by the devs to limit the number of bugs, there can be some remaining issues. So I open this thread to collect any feedback or bug reports about the feature, to centralize everything. I'll be off for holidays soon, so this is to make sure I'll take care of every report! Also, any suggestion is welcome. I am already aware of some issues I decided to put aside for the moment, I will correct all that as soon as possible. The associated Trac tickets are the following: http://trac.wildfiregames.com/ticket/2709http://trac.wildfiregames.com/ticket/2710Thanks in advance for your participation, and enjoy playing without knowing what your enemies are preparing!1 point
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Thanks for that Lion, but nobody has posted in this topic for 2 years :/1 point
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New Blacksmith Tech Tree Apparantly there is some discussion needed regarding the new techtree, cuz scythe needs feedback. Please only comment if you tested it, means you play scythe' balance branch. Overview of all blacksmith techs available for all (afaik) civs: Town phase: +20% attack for melee inf 500F/500W/250I/250S 40sec +20% attack for ranged inf 500F/500W/250I/250S 40sec +20% attack for melee cav 500F/750W/350I 40sec +20% attack for ranged cav 500F/750W/350I 40sec +1 hack & pierce armor for all inf 1000W/350I 40sec +1 hack & pierce armor for all cav 1000W/350I 40sec City phase: +20% attack for melee inf 500F/500W/450I/250S 40sec +20% attack for ranged inf 500F/500W/350I/250S 40sec +20% attack for melee cav 500F/500W/500I 40sec +20% attack for ranged cav 500F/500W/500I 40sec +1 hack & pierce armor for all inf 1000W/450I 40sec +1 hack & pierce armor for all cav 1000W/450I 40sec +2 hack & pierce armor for heroes, but + 50% metal cost 600I 40sec Happy testing...1 point
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I think in the first minute or two minutes you should train 1 at a time and then after that train 5 at a time. In 3rd age train 10+ (do this especially if your base is directly under attack; of course this all depends on the situation you find yourself in).1 point
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Is this because you are testing a scenario expecting to be able to change the civs when a scenario by definition has pre-chosen civs?1 point
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Have you tried without autostart, going through normal game setup? Autostart init is weird, buggy and full of hacks, it wouldn't surprise me if it had some issues like this. That said, this should be fixed, the AIs definitely need accurate players data.1 point
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Does a house take 40 seconds for 1 unit to build it or regardless? If you use more than 1 unit to build the house it does build faster, correct? So, now you are making a decision: Should I send 3 units to build this house very quickly or just send 1 to build it slowly and use the other 2 to chop trees. When I play the game if I send 3 units to build a house then it builds very fast. Also, the game is still in an immature state. There are many possibilities for technologies to be included that make building buildings much faster for those with no patience. Is there no creativity left for these things? You say the game is this way or that way, but I see an unfinished game yet, so you should give the developers some time to satisfy you.1 point
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AoE3 had a building that could train cannons as a trickle so that the only cost was time (it was slow enough to be fair). I don't see why we couldn't do that in our game for some unit.1 point
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Just a speculation. Would it be too much work to make a unit that, when commanded, plays a horn that temporarily boosts either hitpoints or attack of units in its aura? Is it even a necessary component to add? It would almost be like Arkantos in Age of Mythology, who temporarily boosts the attack of nearby units when he attacks, and then it takes some time to recharge the special. What do you guys think?1 point
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Here I post a top of abilities suggested: Throw Pillum/Plumbatae / Axe Elephant special attack Cavalry Charging( all) Archer fire arrows Battlecry and morale related Poison weapons( Mauryan Maiden) Conversion(mods)1 point