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ribez

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Posts posted by ribez

  1. i think that you guys should place some epic music , i'm not saying that the existing audio files are lame but it lacks some power and some epicness it's too ambient in my taste . it should have that thing that make's you travel 2000 years ago and being in front of a 2000 soldiers

    i'm not agree with you :)

    i like very much the music, and i found that it's not annoying just because it isn't epic. But, maybe, a big battle could trigger a music more epic

  2. I noticed that the islands are not playing against the computer builds boats or docks

    is the only problem I've found.

    I played this game that roamed with each new vercion further enhances

    - by google translator -

    i suggest you to post your comments also in your native language (maybe spanish?) because Google translate isn't very good ;)

    i think you want to know if AI players can play in maps with islands: sorry, but actually no

  3. If you're going for abstraction, you might go the full way: each fallen enemy soldier boosts a "slave bonus" counter, that decreases over time. Basically, the more you'd have of this bonus, the faster you'd gather resources. Easy, clean, no micromanagement.

    Note: this also would allow for different bonuses for different civs, ie those who did not have slaves for example could use this as a "prestige bonus" that would make their troops slightly faster or whatever.

    However, I'm thinking this might be too much of a "bonusing the winning side" thing.

    yeah, i think this system only benefit the winning nation: we need a sort of trade-off, like revolts (Spartacus rules :iberian: )

  4. I respectfully disagree. 0 A.D. already is filling in a niche market as a free open source RTS (with a small number of competitors). If 0 A.D. could get on the Android it would be without comparison to any other strategy game available in that market. The Android community would eat that up, and surely run with this bringing more publicity and attention to the project - with the hope that more programmers/animators would be interested in joining as well.

    Also, people who volunteer on this game tend to do what they find to be fun and enjoyable work to them. Self satisfaction is often the greatest motivator to continue contributing. Philip obviously enjoys this and seems some benefit because if he didn't - he wouldn't be doing so. Perhaps he just needs a break from tedious pathfinding coding - only Philip can say for sure.

    I understand you guys have a plan and it is deviating, so that is a bit annoying - but I say, cut the guy a bit of slack ;)

    I too would like to see gameplay features implemented too, but there are more programmers on the team besides Philip aren't there?

    Oh, and don't just think phones - think tablets.

    i don't have any Android phone or tablet, and i would prefer pathfinding feature to Android implementation, but i agree with you: it's an open source game after all

  5. just for reference (even if is not directly connected with long pathfinding):

    PEDSIM is a microscopic pedestrian crowd simulation system. It is suitable for use in crowd simulations (e.g. indoor evacuation simulation, large scale outdoor simulations), where one is interested in output like pedestrian density or evacuation time. Also, the quality of the individual agent's trajectory is high enough for creating massive pedestrian crowd animations (e.g. for motion pictures or architectural visualization). Since libpedsim is easy to use and extend, it is a good starting point for science projects.

    http://pedsim.silmaril.org/

    examples

    PedSim Behavior and Background

  6. Phillip, I just want to add that your posts are very interesting and informative to me, and that's beside the improvement to the game itself. :D

    Did you look at other Open Source games like glest and warzone2100 to see how they handled the pathfinding?

    Although Warzone2100 is somewhat different in this sense from 0 a.d, glest is pretty similar, and I know they both had lots of problems with their own pathfinding.

    If you want and it's relevant, I can do a small research in their (and other's) forums, to see if they thought of something that can find the path to your pathfinding problems.

    (oh, and by the way, there is a "glitch" in the pathfinding that makes females that go to get resources bump into females that returns with resources and they both start a pretty "let me pass" dance. I love it! Don't fix it, please. :P It actually happens to me in reality all the time :brow:)

    i don't think that the pathfinding in Warzone 2100 is so evolute: sometimes units has bad behaviour, and the maps are much simpler than 0 A.D. ones! :(

  7. Need some input on some Roman building names. Someone mentioned that some of the building names should be looked at.

    Outpost

    Currently no name

    Suggestion: Speculum or Vigilarium

    Barracks

    Current Name: Castra

    Suggestions: Armamentarium or Striga

    Fortress

    Current Name: Fortis (an adjective meaning "Strong")

    Suggestion: Castellum

    Entrenched Army Camp

    Current Name: Castra Vallum

    Suggection: Castra (itself literally means Army Camp in Latin)

    Thoughts?

    Outpost

    Turris or Statio (plural Stationes)

    http://it.wikipedia....io_%28guerra%29

    another roman structure was Burgus (plural Burgi), bigger than a Statio, but smaller than a fortress

    http://it.wikipedia.org/wiki/Burgus

    (but the article says that it is a late imperial structure, used along the limes)

    Castella were forts of auxiliary units, while legions were in castra (http://it.wikipedia...._(storia_romana) ), but i think we can use your suggestions

    maybe we can distinguish between castra and castra hiberna; the least were a semi-permanent Army Camp, used during a war in occupied territory.

    More difficult is to find a name for barracks, since castra were also barracks. Maybe we can use the name of a building that was in castra, fabrica (plural fabricae), tha weapons factory

  8. This is basically the first part of the MM-Abstraction design (used by Dragon Age). But they use the high-level region graph to find actual paths, whereas I'm (currently) only using it for testing reachability. Their approach can compute non-shortest paths (potentially making units move in ways that look stupid to the player), and they have to include various hacks to minimise that problem and smooth out the paths. I think a better approach might be to use the high-level graph to compute a more accurate heuristic in the JPS-optimised A* algorithm, so that it still guarantees optimal paths but will tend to find the target in fewer steps. But that's future work and not needed at this stage.

    probably you've already seen it, but there is another paper from the same author:

    A Comparison of High-Level Approaches for Speeding Up Pathfinding

  9. Day 13

    One of the problems with pathfinding is what to do when there is no path. That's common in normal gameplay - the player will tell a unit to walk to the middle of a lake, or to a tree inside a dense forest, or to a point on another island, or to a point inside an enemy city completely enclosed by walls.

    The basic A* pathfinding algorithm handles that situation very badly: it's entirely short-sighted so it won't realise the target is unreachable until it's searched through every single reachable tile in the entire map (maybe tens of thousands), which is extremely slow (maybe tens of milliseconds). On the plus side, A* is able to easily find the tile which is closest to the target and still reachable from the source, which is usually what the player wants - tell a unit to walk into a lake and it'll move to the nearby shoreline, tell it to walk into an enclosed city and it'll walk up to the wall, etc. On the minus side, A* can't do that if we add the JPS performance optimisations to it, because of boring technical details.

    So what we really need is a fast way to guarantee there is at least one path to the target, before telling the A* algorithm to find the best of all possible paths. If there isn't a path then we need to pick a new target that is nearby but is definitely reachable.

    CUT

    it looks like a brilliant solution... waiting for performance measurements :cheers:

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