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mimo

WFG Retired
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Posts posted by mimo

  1. A couple of questions:

    1) do you plan to replace the time based events (phase advance, attack, ...) with events based on the current game status?

    2) is Petra eventually intended to replace Aegis (as previously done with qbot) or is supposed to be kept as an alternative AI?

    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.

    • Like 2
  2. 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.

  3. Well, i just get this when i try to load:

    "Loading aborted - Failed to load saved game state. It might have been saved with an incompatible version of the game."

    But i created this file with this version. If you need a more detailed error explain me how to get it.

    Recompile?

    My answer was addressed to the post #5, niektb and his "Engine.GetEngineInfo is not a function" error. Sorry if it was not clear.

  4. 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>

  5. For the record, we have a crocodile model (from Historicity according to trac, no idea what that is). It needs both a texture and to be rigged/animated. I've given a shot at tweaking it slightly and rigging it, but the legs are giving me trouble.

    I've also optimized the shark model and changed the rigging/animations, I'll commit that after A15. I've also added an entity for it (no attacks, but it will make them roam the map and flee if attacked which looks a lot nicer).

    there is also this one from micket (already textured)

    http://www.wildfiregames.com/forum/index.php?showtopic=17399

  6. 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).

  7. 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.

    • Like 2
  8. I was test, today the button don't work with camel raider( level2 and3) but I don't know if is necessary the automatic build to fix it.

    Can be adapted to priest, heal to unit when take damage.

    Citizen soldiers can work and protect when I set guard CC or other building. If unit is working can be still working unless the unit/ building to have to protect it can be take damage.

    this post has been updated with your Patch Mimo

    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 ?

    • Like 1
  9. 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.

    • Like 2
  10. quantumstate explained it very well, but I'd like to add:

    The cost of food is not the cost of the farm but rather the time it takes to gather it. Really, 100 wood for every 2000 food is NOTHING, especially given that wood is so easy to gather. It's also the pop that it takes to farm; I tend to have 30-40 women farming, which takes away significantly from the size of my army.

    Also, with the suggested implementation, the number of workers is limited to 5 and the optimal efficiency is 2-3 workers. That means you'll have to defend a very large area.

    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.

  11. 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 :wink1:

  12. Out of curiosity, why do you prefer reseeding?

    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.

  13. Those seem like very nice features that would be nice in the normal game. However the team did decide to go with infinite farms instead of reseeding farms (see #1318), but the other ones would be great. It would be nice if the keeping previous orders applied to citizen soldiers as well as women, or preferably if there was just a general "back to work" button on females and citizen soldiers. That way you could have some soldiers go out to defend against a raid and then immediately go back to what they were doing.

    The escorting thing sounds great, especially if it works for example having a priest guard a hero or some citizen soldiers guard and repair a ram whenever it gets damaged.

    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 :wink1:

    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.

  14. 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

  15. 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.

  16. 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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