Jump to content

mimo

WFG Retired
  • Posts

    514
  • Joined

  • Days Won

    12

Everything posted by mimo

  1. you should add these arguments when running 0ad: -mod=public -mod=yourMod
  2. Thanks for the report. Fixed in http://trac.wildfiregames.com/changeset/15743
  3. There was a subtle bug in the AI introduced by the fogging patch. The warning about undefined baseIndex was a consequence of it. Not sure if the other problems are connected, but for sure the internal state of the AI was broken. You should apply the patch from http://trac.wildfiregames.com/ticket/2724 and see if the problems still exist.
  4. The petra js errors are because it tries to build a defense tower, but could not find any template for this civ. Were you playing on pure svn or with a mod enabled ? and which civ ?
  5. Fixed in http://trac.wildfiregames.com/changeset/15578
  6. fixed in http://trac.wildfiregames.com/changeset/15574
  7. Thanks for the report. The errors should be fixed in http://trac.wildfiregames.com/changeset/15570
  8. ok thanks for the feedback. great to know that the performance has improved For playing, svn is definitely much better, and the more testers we have on svn, the better
  9. Hi meap, r15148 is really old for petra: huge parts of the code have changed, some of them giving performance improvments. So I would really advice you to switch to svn. In addition, I'd be really interested to see if you still have the same problems on svn: I've not yet monitored the performance, but my feeling from playing is that it's reasonnable when petra is being attacked. The main slowdown is when petra attacks (certainly connected to pathFinder). I don't plan to look seriously at these performance issues before A17 is released (still lots of basic functionalities to be implemented and misbehaviours to fix). But you can nonetheless submit a ticket on trac, may-be that will motivate somebody to look at it.
  10. Thanks for the files. Fixed in http://trac.wildfiregames.com/changeset/15543
  11. Yes, really strange. ! This is the same commands.txt I've used. And when I replay it, Player 2 is left with no more units. Are you sure of the build version 15513 ?
  12. Do you have the commands.txt ? (and yes, each game has its own commands.txt, no need to restart 0ad).
  13. Really ? from your commands.txt, you've been defeated and have no more units. So I guess to stop fighting is the expected behaviour for the AI
  14. Thanks for the commands.txt, I'll have a look at it. And for next reports, to be able to reproduce your game, the revision version (15513 in this case) is needed ! thanks lion for asking.
  15. No, it gives priority to bushes. But if there are none, it gathers from field. So bushes (or absence of bushes) does not explain what has been reported. May-be it would be better to let the reporter answer the basic questions which have been asked for (A16 or svn, and which AI) before trying to answer
  16. The best is to put somewhere the commands.txt file and to note the revision version you've used. You can either put these infos here in the Bug reports section of the forums, or create a new ticket on trac.
  17. Hi wraitii, for me also, all water is black and I've neither Fast & Ugly nor HQ water enabled
  18. Thanks for all the answers: I fully agree that improving tactics is the way to go, but it's a long term development (this thread is rather to tune the levels for next alpha) and it would help to have more people working on it. Otherwise, for the short term, I conclude that the hard levels are more or less ok, possibly improving the AI attack management if possible before the release. But I'd like to know also how beginners feel about the easy level ? is it fine, or should it be made a bit easier (e.g. smaller attack size, ...) meap, when you play with max pop = 150, have you already faced a "huge attack" from the AI ? huge is more than 100 units attacking you ? I realise now that this size should be made dependent on the max population.
  19. This thread is to start a discussion on the different AI levels to be tuned before A17. So general AI discussions should still go on the other thread http://www.wildfiregames.com/forum/index.php?showtopic=18425 To summarize, we have presently 5 AI levels, with the settings: - sandbox: AI has a gathering rate factor of 0.5, does not trade/barter and does not attack - easy: AI has a gathering rate factor of 0.66,does not trade/barter and does not rush - medium: AI has a gathering rate factor of 1 - hard: AI has a gathering rate factor of 1.33 - very hard: AI has a gathering rate factor of 1.66 but as I've only used medium (either to develop or play), I'd like to know what people think of these different levels, how difficult they are and if we should change some of these settings ?
  20. Are you still on A16 ? this should no more be the case on svn since quite some time. But I'd still be interested if you could test your rush there.
  21. Yes, I agree this is a really weak point of the AI. I'll do something about it in a next commit.
  22. The first lines of commands .txt should help you find the right one (map used, civs, ...). But anyway, if you are not sure, just wait for the next game where something similar happen and then upload your commands.txt Futhermore, I've fixed a bug in svn yesterday which could lead to such a stuck AI http://trac.wildfiregames.com/changeset/15465 so may-be the problem you reported is already fixed :-)
  23. Yes, as sanderd17 said, the commands.txt should still be available and if you had Petra stuck while it still had 100 workers, your commands.txt would be even more valuable :-)
  24. Yes, this happens sometimes after an attack where most of its workers have been killed. Petra does not know how to prioritize its previous plans and its new need to rebuild the economy. I'm working on it, But to find a solution which would work in most situations, I need different examples of such failures. If you are on a recent svn and have the commands.txt, it would be usefull to put it here (with the version of svn you use).
  25. Thanks for reporting the issue. Should be fixed in svn http://trac.wildfiregames.com/changeset/15452
×
×
  • Create New...