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mimo

WFG Retired
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Posts posted by mimo

  1. If you want to report something, adding some details would help (I've not encountered it). I guess it is on svn, but

    - which revision did you first see it ?

    - is it only when using your mod, or also with vanilla 0ad

    - can you upload a commands.txt (for vanilla game) which give the problem ?

  2. On 10/05/2016 at 6:10 PM, s0600204 said:

    Very nice. I really like the look of the Seleucid buildings.

    Incidentally, d'you maybe want to remove the Macedonian props from the `death` variant in the actor file? At the moment this happens when the market is destroyed in-game:

    f4mVJNF.jpg

    Yep, the Macedonian barracks pops in for the ride into the ground! :P (Appears on the death of the Seleucid barracks as well, although that's not as obvious.)

    still there in latest svn, these props should be removed from art/actors/structures/seleucids/market.xml

  3. This commit is only supposed to give a starting boost when no resources, so it will help in your case but will not enough to ensure a full food production.

    Currently the AI only builds one corral. I'll complete it soon to make several when farm fields are disabled, but will need some trials to find the optimal value. If you are interested in doing such tests, that would be great.

    • Like 1
  4. As i said, there are a few places where i know that the code has to be changed (and these i could do easily), but i'm pretty sure this will not be enough and that we will have to track all the possible remaining sources of differences (as some values which have been cached or whatever), and this could possibly need quite some time and tests.

  5. elexis: your statement is a bit misleading. AI serialization is implemented (and works fine on singlePlayer games), but it is not fully "reproducible" in the sense that the state after serialization is not exactly the same as the one before. And your percentage also is misleading: playing multiplayergame with AI should have 0% chance to be OOS if you don't need to rejoin, and 100% when you rejoin.

    imarok: yes, please, create a ticket. If you are willing to have a look at it, that would be great. I see 2 possible ways to work this out:

     - 1) make the AI serialization fully "reproducible". That's only Javascript code as all the AI is scripted. I know a few places where the code needs to be changed (so i could either guide you or try to implement it myself when i have time), but that's certainly not all what is needed to be changed, so further JS debugging would be needed.

     - 2) when a player rejoins with AIs, we could force an AI serialization/deserialization for all players. That should be mainly c++ code. But that may be just a temporary hack, as 1) would make it useless.

    • Like 2
  6. I suppose you are on A19. The path was changed on svn (and unfortunately the wiki was changed without refering that important point).

    So you have to look in ~/.config/0ad/logs/sim_log

     

    Concerning the AI error, I remember having fixed in svn some errors i had in attackPlan, so it may be that your bug will be already fixed when a20 is released.

    • Like 1
  7. But you've misunderstood the trade concept in this game : you don't have to exchange resources for trade, it only adds you some resources shown by the resource carried by the trader ! and the percentage gives you the proportion of the resources you want. So in your case, you will never receive wood, and you will receive food in about one travel out of 20.

    You can also barter (left part of the market panel) : bartering really exchanges resources (so seems to be what to want), but be aware that the more you barter, the less the rate will be.

     

  8. On 13/03/2016 at 0:33 PM, niektb said:

    The AI will try to reach it, but since it's impassable terrain you also could actors instead (since the AI doesn't try to gather those)

    No, the AI checks the accessibility before trying to gather.  But you may still have a problem with UnitAI (which controls the automatic behaviour of all units either AI or human). When finishing one tree, it will switch to the nearest one without checking on accessibility.

    • Like 2
  9. fixed in r17722 by putting the iber cc. Delaying the town phasing after the migration as suggested before would imply that only fishing boats can be used to migrate (other ships are only available in town phase) except for cart which would then have an unfair advantage.

    • Like 2
  10. Some things in game are word very awkward IMHO.

    First example I can think of is the use of word "malus-bonus." This is silly. Use word "penalty" instead. I am not native English speaker but even I can see "malus-bonus" is awkward.

    There are other examples too. Anything come to the mind?

    What i find silly is your way to report this kind of possible mistranslation by a non-english native. That's a bit pathetic.

    The important notion to convey is that it can be either negative or positive, which penalty does not as far as i understand it, or do you propose penalty-bonus ? that would look akward. So any input from a native speaker would be appreciated.

  11. av93 I don't think reducing the cc arrows is the right fix for this issue (even if it may be useful for other purposes). For this specific problem, the main problem is that farms needs too much time to be destroyed in early game when we have only soldiers (as pointed by wowgetoffourcellphone). So the alternative would be to reduce the armour of farms, but i've the impression that decaying unused fields could bring something new to the game.

    • Like 1
  12. I've tried to implement two changes in farms, which are available as a mod.

    1) the first one is rather cosmetics, it gives to the farm the same ownership as the terrain on which it is. This doesn't change the gameplay as units can already gather from any fields. But this has 3 advantages:
    - there was no reason for enemy farms in our territory to not switch ownership after we have expanded territory
    - idle soldiers will no more try to destroy these farms which we could use
    - that will ease the job of the AI, which currently only tries to gather its own fields

    2) the second change tries to make early rushes more efficient in destroying the enemy economics. Currently, an easy defense is to garrison its gatherers in the cc with a few arrows, and wait for it to kill the attackers. As units does not make significant damages to fields, the economy is usually not really affected. The proposed changes is that fields loose health when not worked on, and only regain health (very slowly) when having workers (i.e. they are no more directly repairable). Thus during a rush, if we succeed to kill all gatherers (or make them flee), the field will be severely damaged and eventually destroyed if the attack is long enough.
    As the goal is really to help rushes in early game, I've also added a tech (irrigation, thus fields need less maintenance) only available in town phase which decreases the health decay when not worked on (there is a temporary icon for it, but if anybody could provide a good irrigation icon, that would be great).

    Any feedback welcome.

    newFarms.zip

    • Like 7
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