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mimo

WFG Retired
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Everything posted by mimo

  1. leper, gameboy: thanks for the files. The problem should be fixed in svn. (the strange thing is that this problem did not show up before as it was not connected to AI).
  2. 1) yes, the goal is to remove all the time based events. But that's not finished yet. 2) for the time being, I think an alternative bot with a different logic should add more variety to the games. How that will evolve in the future, we will see : I believe the default bot should have a decent naval support, and we are not yet there for the moment.
  3. gameboy: thanks for the reports. Your first report was only warning messages I forgot to remove. I will fix them. The second report about saved games : i've not yet looked at the behaviour of saved games, but as it was not working with aegis, I was expecting it not working with petra. That will come in a second step. What about your third report ? I've never seen it such errors. Is it also after loading a saved game ? and if not, can you provide the command.txt Yves, by external conditions, I meant the level of available resources. I've not yet seen a case where it was unable to start and develop its economy, which happens sometimes with aegis. Also in the end game, it should not stay inactive as was sometimes the case with aegis.
  4. I've commited in svn a new ai bot (Petra) which was developped starting from Aegis, but heavily modifying it with the goal to be more robust according to external conditions.This is only a first version, so still very WIP. Nonetheless, any tests and constructive comments are welcome.
  5. Yes previous fix was not intended to cure that one But newest svn fix should do it
  6. The recalculateStrength error should be fixed in latest svn
  7. My answer was addressed to the post #5, niektb and his "Engine.GetEngineInfo is not a function" error. Sorry if it was not clear.
  8. I think you need to recompile. On windows, you could take the latest svn which had an autobuild today
  9. now really there commands.txt
  10. wraitii: the command.txt from post 28
  11. Hi wraitii, if you need commands.txt, here's one from yesterday (svn version) with several kind of errors <p class="error">ERROR: JavaScript error: simulation/ai/aegis/base-manager.js line 968 ReferenceError: pos is not defined ([object Object],[object Object],[object Object])@simulation/ai/aegis/base-manager.js:968 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1158 ([object Object])@simulation/ai/aegis/aegis.js:182 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81</p> <p class="error">ERROR: JavaScript error: simulation/ai/aegis/queue.js line 51 TypeError: this.queue[0].isGo is not a function ([object Object])@simulation/ai/aegis/queue.js:51 ([object Object])@simulation/ai/aegis/queue-manager.js:364 ([object Object])@simulation/ai/aegis/aegis.js:184 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81</p> <p class="error">ERROR: JavaScript error: simulation/ai/aegis/headquarters.js line 733 TypeError: elem.getCost is not a function ([object Object])@simulation/ai/aegis/headquarters.js:733 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1136 ([object Object])@simulation/ai/aegis/aegis.js:182 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81</p> <p class="error">ERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127 TypeError: elem.getCost is not a function ([object Object])@simulation/ai/aegis/queue-manager.js:127 ([object Object])@simulation/ai/aegis/headquarters.js:462 ([object Object])@simulation/ai/aegis/base-manager.js:748 ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163 ([object Object])@simulation/ai/aegis/base-manager.js:7...</p> <p class="error">ERROR: JavaScript error: simulation/ai/aegis/defence-helper.js line 371 TypeError: gameState.getEntityById(this.entities) is undefined ([object Object])@simulation/ai/aegis/defence-helper.js:371 ([object Object],[object Object])@simulation/ai/aegis/defence.js:132 ([object Object],[object Object],[object Object])@simulation/ai/aegis/defence.js:25 ([object Object],[object Object],[object Object])@simulation/ai/aegis/headquarters.js:1163 ([object Object])@simulation/ai/aegis/aegis.js:182 ([object Object],2,[object Object])@simulation/ai/common-api/baseAI.js:81</p>
  12. there is also this one from micket (already textured) http://www.wildfiregames.com/forum/index.php?showtopic=17399
  13. I was about to answer, but sanderd17 was faster ! The goal was that, if you have some builders in queue with a rally-point on the foundation, but the building's construction is finished before the builders arrive to destination, they automatically switch to gathering the nearest resource. But if the dropsite is already finished when you set the rally-point, you should directly set it on the resource and not on the dropsite, so you can choose the resource you want (not necessarily the nearest one).
  14. Ok then I think it has nothing to do with camels: I guess it is because one of your camels is already guarded by another unit (it is not possible for a unit to be at the same time guard and guarded). The guard button should nonetheless be present because of the second camel, but there is a present limitation in the gui code which we should try to fix one day: the buttons are only shown for the first entity in the selection. I think if your change the order of your selection, the guard button should appear.
  15. Can you be more explicit on how to reproduce your problem with camel raider. I've just tried on egyptian sandbox and it works with camel. Then when you say "Can be adapted to priest, heal to unit when take damage" it already does that; Is it what you mean ?
  16. What is new in the patch: - You can affect some units to guard other units or buildings. You have to select the guards units, and then either click on the guard button followed by left-click on the unit/buildind to be guarded, or directly by using the "G" hotkey and right-click on the unit/buildind to be guarded. - when a unit is guarding, it will stay near the unit/building to guard (following it if moving) and attack any unit attacking its guarded entity. We can nonetheless reaffect any guard unit to an other task, it will keep its guard order and come to rescue its guarded entity when attacked. - to remove the guard order, select the guard units and either click on the remove-guard button or press "G" and right-click on any empty space on screen. Futhermore, when selecting a guard unit, pressing PageUp will highlight the unit/building it is guarding; And when selecting a guarded unit/building, pressing PageDown will highlight its guards units. Tests and feedback are of course welcomed.
  17. I also agree that's annoying. May-be a solution would be to focus only a fixed fraction of the arrows (maybe 30%) on the chosen target, while the rest of the arrows would still be distributed as it is now.
  18. Yes, but you should keep in mind that some players like to play defense, and even others (including me) like to vary the strategies. You should not give too much an advantage to a fast expansion, and still allow for some more defensive strategies : it should still be possible to have a defensive strategy in a limited portion of the territory without being (too much) short of food.
  19. I agree with what was said before : at the end, the main difference between reseeding and infinite farm is that in the first case, you need to ensure that you always have some wood available. I think it adds something because you have to make some tactical choices sometimes : if you are attacked for exemple, will you spent all your wood to make soldiers with the risk of missing food ? But as I said previously, while I've an apriori against them, I'm really open to this new infinite farms and hope the details of the implementation will make them great. So it's better may-be to re focus this thread to the mod itself
  20. For me, the point is not about prefering reseeding or not, but about disliking unlimited sources of resource. The only other one which exists is trade. But for trade, you have to setup a trade route which may be long enough to allow your ennemies to break it. With unlimited farms, you just have to build some of them around your cc (thus well protected by all your defense) and you have an unlimited resource. Of course, everything will depend on the details of the final implementation, so even if I am an apriori against it, unlimited farms may well become a good thing : food should be easy enough to get (we don't want to have to micromanage), but not too easy otherwise the concept of food will become useless. And this is also true in the end game; afterall, famines was at the root of the fall of several big civilizations.
  21. Having to always rebuild farms is one of the (rare!) things I really find annoying when playing 0ad. So if the team is going to infinite farms, that's good news even if I'm not a big fan of infinite resources. But as the interest of a mod is to have a different gaming experience, I will keep my reseeding farms For the keep order, I fully agree that it is something which would also be usefull for soldiers. But here for this mod, I've taken the simplest approach : I do not see any reasons why you would not want to keep previous orders of women when garrisonning them, so I've kept them. For soldiers, that's a different problem. The escort works partly as you describe, i.e. during the battle, the escort will fight against ennemies attacking the ram, but once the battle is over, they will automatically repair it if needed.
  22. fabio: thanks for the suggestion for messages. I will add some. I've fixed also a small bug. Otherwise, to give more infos on this mod, it also contains some features compared to the standard game. Here are the most important : - farms are automatically rebuilt when exhausted, so you don't have to watch continuously at them - when garrisonned, female workers keep their previous orders and go back directly to work when ungarrisonned (quite useful when you are attacked) - guard/escort order : if you add "hotkey.session.escort = AltGr" or whatever key you like in your config file (local.cfg), you can affect a unit to guard/escort another unit or building. For example, you will notice that ennemy siege units are escorted by infantry men when they attack you. defense.zip
  23. better with the file
  24. unfortunately, it depends on the svn version you use. Here is an updated version with today's svn if you want to give it a try. I'll try to provide an update for the next alpha when released. The default version is a bit challenging : to make it simpler, we may start with more resources in the "more options" menu.
  25. Your objection can easily be prevented by requiring a minimal distance between two markets. Without limits, it's enough to have two markets and fortify a bit the trade route (having fortress along it) to have a virtually infinite resource very easy to defend. Having limitations force you to expand to build more markets and make it more difficult to defend all your trade routes because more scattered. This would give more possibilities for the ennemy to raid them. I think that would add to the gameplay. The point is that this limitation should not be too strict : I was thinking of something like allowing 5 routes for each resource at a given market, but no more than 3 of them with the same second market.
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