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Everything posted by quantumstate
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On my linux mint system using the http://ppa.launchpad.net/wfg/0ad/ubuntu repository the games data (0ad-data package) is in /usr/share/games/0ad/mods/public/public.zip . I feel that you may be making things too complicated for yourself though, updating the game is probably going to cause you hassle since the data needs to be in sync with the binaries so you will need to do this process for every update.
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You seem to be creating a lot of these maps, it is good to have them. This one looks nice, one thing that could be improved is the shoreline which is a bit jagged, but generally it looks great.
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Use F2 and there will be a message telling you where the picture is saved to.
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12 is confirmed as possible . I'm now thinking even 10 might be on the edge of possibility, 11 looks pretty feasible. Remember that houses and dropsites are not conquest critical, so just concentrate on towers and the CC (if a barracks is built you were too slow ) and killing the pesky workers. All this qbot playing seems to be persuading me that qbot is too weak though , .
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Not too bad for a first attempt, The cleanup at the end seemed to take a while and I have about 3k food due to unbalanced resource collection. 12 minutes should be achievable I think.
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simulation/ai/qbot/defence.js Gives Error. Broken.
quantumstate replied to hausundboot's topic in Bug reports
Sorry, I forgot to add the config.js file in my commit (which I made a bit of a mess of generally). The error should be fixed now. -
This looks interesting. I haven't had a detailed look at the code yet, but I had a rough glance and watched a match. I have also removed qbot's raiding for now, this makes it play better in bot v bot matches because bots are very good at spotting a raid, and will probably improve play vs humans because of the economic boost (though maybe less interesting). One thing I am curious about is your changes to the queue manager. You seem to try and fill up the building queues which is an inefficient way to train since a group of n units takes n^0.7 time to train so bigger groups take less time per unit. I can see that individual priorities might be useful in some cases, but I have found that by adding enough queues I haven't needed that. In what circumstances does your system lead to an improvement over qBot? I was recently thinking about improving qBot's system so if you can persuade me, I will merge the changes, but at the moment i am not seeing the advantage (probably because I don't understand ti well enough). Your farm building seems to be much better, I am unsure about the speed at which your build advanced military structures, I think it may be too fast, which wastes resources. I will take a more thorough look at it when I have more time.
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I just tried the link and it seemed to be working normally. Maybe it was a temporary error with the pledgie site, try the link again and see if it works now.
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Yes, number 1 to 1084, one line per ticket.
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Just out of curiosity I decided to get a rough visualization of the tickets. Basically it shows a black line for closed tickets and a while line for open tickets. I don't think it shows anything very meaningful.
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precompiled mac version done
quantumstate replied to cc_julian's topic in Applications and Contributions
Alpha releases are roughly 2 months apart. -
I think it would be nice to have the central lobby server running over http, then it lets people easily set up their own servers on cheap hosting. Ideally you could add multiple lobby's and use them all at the same time which would solve the fragmentation issue. The difficulty of implementation would increase significantly though so it is probably worth implementing the easiest thing first as you say.
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I find that switching to a virtual terminal (Ctrl-Alt-F1) and killing pyrogenesis from there works when I manage to lock up the screen (normally by putting an AI into an infinite loop).
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I was just looking through your wiki page, it looks interesting, I will be following development of this. I have a few comments about the controls, which I hope you will consider. First with the map rotation, I think that rotation is a fairly low priority feature so I would suggest using the gesture for another role. I don't know what that would be but I suspect you will be wanting as many easily accessible gestures as you can get since rts games tend to have complicated interaction. With your selection idea you mention drag select working in two different ways depending on whether the drag started on an entity or not. Having two distinct behaviors for the same action seems like an idea which is bound to cause annoyance, especially since units are probably going to be fairly small. I would definitely suggest choosing one of them and being consistent (I personally prefer box select). Another selection idea is to have a selection brush (see halo wars) where you swipe and everything near your stroke gets selected. If you haven't already I would suggest taking a look at halo wars with its simplified console controls and the C&C series which had single button mouse controls. For giving units commands I would have a single click do the units primary action (context sensitive, what the main game does on right click) and them have a held click bring up a circular action chooser again context specific, e.g. attack move, building construction, garrison. The problem with this is that you lose the selection controls. To get round this you would need an easily accessible clear selection command, this could be done with a simple gesture or having a dedicated button. This would be the most frequent action in the game so would need to be very quick.
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Pathfinding is being redone by Philip which should increase performance significantly and solve things like this. Wall placement should be made more sophisticated with a line of wall segments being easily placeable, this should sort out this problem. If you search for 'corral' on the forums/wiki then you should find some info about plans for domestic animals. Capturing of buildings/units is another panned but unimplemented feature This should be fixed sometime. I don't see any problems with a warship in a pond myself, though it might be worth looking at having a minimum required depth for warships. The functionality for this is already in the game, it just need to be exposed to the UI, it will be an option implemented at some point. For now you can open the console (F9) and type Engine.SetSimRate(0.8) where 0.8 means 0.8 times normal speed. I have noticed some slightly odd behaviour sometimes in this mode though. This is unlikely to be implemented, because it is just eyecandy so is low priority and will decrease performance and increase the chance of bugs. There is an idle worker button next to the minimap, this will show you an idle worker. Automatically having idle units wander away from where you left them would be very annoying for me.
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I think Starcraft 2 also provides good inspiration for advanced tutorials, they have a variety which teach you things like which units counter others, how to defend against early rushes and how to manage large numbers of units using control groups and hotkeys.
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Thanks for creating the package. I have added it to the wiki page, hopefully it is ok, feel free to edit it yourself as well.
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Random Map Script:Hyrcanian Shores
quantumstate replied to Spahbod's topic in Scenario Design/Map making
I had a quick game on this map. It seems pretty nice. I took the liberty of taking a full map screenshot. There is a big one (~5mb) and a standard one. -
qBot (yet another AI)
quantumstate replied to quantumstate's topic in Game Development & Technical Discussion
Thanks I will get this fixed. It shouldn't affect the bots play significantly. Yes the military aspect will be improved. At some point LOS will be added (probably as a optional thing), the bot doesn't have enough military sophistication to make this very significant currently though so it is not going to happen in the near future. -
precompiled mac version done
quantumstate replied to cc_julian's topic in Applications and Contributions
I don't have a OS X so I can't test but if it works that would be great. Good work. -
qBot (yet another AI)
quantumstate replied to quantumstate's topic in Game Development & Technical Discussion
Yes, there aren't enough options exposed to do that very well right now, but in the future it should be the way to adjust things like that. The config file should be powerful enough to produce specific AI play styles, so there could be booming/rushing/... types of AI all sharing the same base logic. Then this can be randomly picked or specified in the game setup. -
qBot (yet another AI)
quantumstate replied to quantumstate's topic in Game Development & Technical Discussion
I have put this into qBot now, I changed the style to the json style of object definition because I think it looks clearer. Working out how dynamic properties will be defined still needs to be decided. -
Ferry system and IDEs
quantumstate replied to lhw's topic in Game Development & Technical Discussion
I mainly work with javascript on qBot and for that I use Eclipse JS, however for the engines javascript code there are some features used such as "for each" which makes Eclipse unhappy so i use Geany for when I work on them. For browsing the C++ code (I haven't written any) I use codeblocks because there is a convenient autogenerated project. Ian IDE is really helpful for C++ since you can easily jump to definitions and it has autocomplete features giving a list of class members etc. -
qBot (yet another AI)
quantumstate replied to quantumstate's topic in Game Development & Technical Discussion
I was referring to the fact that I created them . I feel I should take responsibility for the errors I created. -
qBot (yet another AI)
quantumstate replied to quantumstate's topic in Game Development & Technical Discussion
I think they are probably my bugs actually .