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Linux_Eki

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Posts posted by Linux_Eki

  1. So we would then make walls and swords from "minerals"? That would be quite weird. Better solution could be that there is just big bunch of rock and when its mined, it gives iron and stone. So there would be still 4 resources but getting them is bit different.

  2. To get the newest code you can either download the zip or set up git on your computer and follow the instructions on github to download the repository through git. I found http://nathanj.githu...guide/tour.html is one of the easiest tutorials to follow for learning git. Git makes it easier to keep up to date.

    Deleted my old rusher fork and forked yours again.

    edit: too bad my tweaks to older version of rusher code are on brtfs filesystem. Can't access them atm :D

  3. I am trying to make rusher from qbot. Its bit hard because I can't code a single line of javascript :D But I will try changing the way how qbot does things.

    Some progress. Attacks in under 4 minutes on random latium map while original qbot takes 9-12 minutes for first attack. If tested on Oasis II attack times are quite the same 7-9mins for both.

  4. For now split bot attacks when it has more than 170 pop

    Ok, thank you for the test, but it seems that you did not take the latest version from the trunk..

    And also it is like it can not find its civ center, which map do you use?

    Tested 2 times on Oasis II. Now it attacked several times with 15 troops before I crushed them. 170 pop and then larger force attacks? Imo its high. I would set it around 110 and then bot would start building troops for larger attack.

    On second test run splitbot said that it cannot find place to build. At their base several workers were faced on their CC and tried to build something on top of it. Time warped some minutes and nothing happened.

  5. I will test it again with newest build from svn and 0ad.dev repository. Maybe I didn't wait enough :D For me its just strange if AI doesn't do anything aggressive within 20minutes.

    Edit: Actually I now remember one match where splitbot attacked qbot. But the situation was not clear to say if it was pure attack or defending own workers. Qbot and splitbot gathered resources from same place and other side attacked others workers and other went to defend them. Because splitbot was stronger atm it continued following worker stream to qbot base and had big battle there. Also it was sending reinforcements.

    Edit: Got it. Gives error. I have had thought its not critical because bot was still running fine but this time I read it through. Seems it can't find where my CC is.


    ERROR: JavaScript error: simulation/ai/SplitBot/SplitBot.js line 128
    TypeError: me.getCivicCenter() is undefined
    ([object Object],"11",[object Object])@simulation/ai/SplitBot/SplitBot.js:128
    ((function (ent, str) {"use strict";var tmpDistance;if ((tmpDistance = org.zeroad.common_api.Utils.VectorDistance(ent.position(), me.getCivicCenter().position())) < nearestOponentEntityDistance) {nearestOponentEntityDistance = tmpDistance;nearestOponentEntity = ent;}return false;}))@simulation/ai/common-api/entitycollection.js:99
    ([object Object])@simulation/ai/SplitBot/SplitBot.js:126
    ([object Object])@simulation/ai/SplitBot/SplitBot.js:1059
    ([object Object])@simulation/ai/SplitBot/SplitBot.js:795
    ([object Object])@simulation/ai/SplitBot/SplitBot.js:775
    ()@simulation/ai/SplitBot/SplitBot.js:734
    ([object Object])@simulation/ai/common-api/base.js:91
    @:0

  6. I'm not sure that you mean the same under 'command', but following command typed in game's console should display time from match start in milliseconds:


    Engine.GuiInterfaceCall("GetExtendedSimulationState").timeElapsed

    The same value is used on summary screen, but it formatted with this function:


    /**
    * @param time Time period in milliseconds (integer)
    * @return String representing time period
    */
    function timeToString(time)
    {
    var hours = Math.floor(time / 1000 / 60 / 60);
    var minutes = Math.floor(time / 1000 / 60) % 60;
    var seconds = Math.floor(time / 1000) % 60;
    return hours + ':' + (minutes < 10 ? '0' + minutes : minutes) + ':' + (seconds < 10 ? '0' + seconds : seconds);
    }

    You can perform some formating in console too, for example this should return time in minutes:


    var timeElapsed = Engine.GuiInterfaceCall("GetExtendedSimulationState").timeElapsed; Math.floor(timeElapsed / 60000);

    Yeah I meant console commands. Dividing by 1000 (ty quantum) shows in seconds so its enough for me.

  7. OS: Ubuntu 10.10

    Yesterday I used svn to get latest code for testing persians. Build was successful and I got working linux client of 0ad which was /binaries/system/pyrogenesis. But today I applied bounding box patch and complied again. Linux client disappeared and there was pyrogenesis.exe in /binaries/system/. I removed whole svn download, checked out it again and compiled. Again, no linux client. I followed strictly this guide: http://trac.wildfire...tructions#Linux Also that /binaries/system/test is missing.

    Oh no... There were already topic about this issue :D Merge or sumthing.

    Interesting that I once got working linux build but jackyohh did not.

    rev 10385 solved the problem.

  8. More challenge this time. I rushed them but the amount of women is so stunning that I can never kill all those with 20-28 soldiers. I can't even stop wood gathering which would stop soldier production. There were one tower already when I came. I destroyed it and some reinforcements that bot made but then bot started to build 3 towers and it was gg. Lost my men and had to concentrate my poor economy. Final solution was to make some rams and quickly destroy CC. Then towers and barracks.

    I played on random badlands and bot tried to build in top of some hill which was not accessible by troops. It didn't halt building production luckily.

  9. Really impressive quantumstate. Played on Oasis 2. First time in 0AD gaming history I got attacked by such large force :D I just watched bot growing base and did not pay much attention to my own growth. I made small force (5eleph, 10 bow, 5spear 4 siege) and attacked to see how it would defend itself. Defending soldiers were no match but bot had decided to make huge force quickly for attack purpose. Troops started to spawn in the middle of my small army and killed half of my remaining army and then set course to my CC. It attacked 2 times with large force.

    Then I camped outside their territory with bowmen and killed every women who were going to chop some wood. Bot sent 100-150 women to death in 12 minutes.

    One suggestion for bot would be it that it sends soldiers to protect women if they are attacked. I could just set stand ground for bowmen and let them shoot even buildings.

    Also I did not see a single tower.

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