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agentx

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Posts posted by agentx

  1. It would be helpful to know if you're more interested to work on C++ or JavaScript data structures. What would you consider as meaningful? And is there a deadline?

    Something that comes to my mind is a data structure that allows story telling on trigger maps. It should be easy to edit for map designer / story teller not knowing how to code, nevertheless machine readable - maybe a JSON/XML layout - and can deal with an event driven environment, models preferably a tree like time line moving forward based on a set of specific conditions combinable by boolean operations.

    If you now think push based functional reactive programming might be an applicable paradigm, well, then go ahead. :)

  2. If you assume the AI uses the gathered resources to train units only, you could define difficulty the other way around in amount of barracks. E.g athen_infantry_spearman: It needs 50 food and 50 wood and trains in 10 seconds. So one CC + 4 barracks train 5 spearmen in 10 seconds or 300 in 10 minutes consuming 3000 food and 3000 wood. Does that qualify as nightmare?

  3. > Please create your new AI in a mod of your own rather than in the public mod...

    I tried this with Hannibal, but something goes wrong with loading maps:

    > /usr/games/0ad -quickstart -autostart="scenarios/Arcadia 02" -mod=public -mod=charts -mod=hannibal -autostart-ai=1:hannibal...file_system.cpp(122): Function call failed: return value was -110301 (Error during IO)Function call failed: return value was -110301 (Error during IO)Location: file_system.cpp:122 (GetDirectoryEntries)Call stack:(0x8498c4c) /usr/games/pyrogenesis() [0x8498c4c](0x844256c) /usr/games/pyrogenesis() [0x844256c](0x84428b7) /usr/games/pyrogenesis() [0x84428b7](0x844fd21) /usr/games/pyrogenesis() [0x844fd21](0x846c0bf) /usr/games/pyrogenesis() [0x846c0bf](0x8467ea9) /usr/games/pyrogenesis() [0x8467ea9](0x846c4cd) /usr/games/pyrogenesis() [0x846c4cd](0x8467ea9) /usr/games/pyrogenesis() [0x8467ea9](0x8466075) /usr/games/pyrogenesis() [0x8466075](0x845e47e) /usr/games/pyrogenesis() [0x845e47e](0x82506b3) /usr/games/pyrogenesis() [0x82506b3](0x8253c06) /usr/games/pyrogenesis() [0x8253c06](0x821ad20) /usr/games/pyrogenesis() [0x821ad20](0x820f58e) /usr/games/pyrogenesis() [0x820f58e](0x8211004) /usr/games/pyrogenesis() [0x8211004](0x8213a64) /usr/games/pyrogenesis() [0x8213a64]errno = 0 (Error during IO)OS error = ?

    It is possible to continue after the dialog appears, but it comes back every time I click single player. Is there a more special configuration needed to run bots as mods. I like the idea as it probably allows a custom aiconfig dialog.

  4. I think the pairing with cheap techs asks the player to answer an easy A/B question. With unpaired and expensive techs you have yes/no questions which involve at least an estimate whether and when a tech is worth the investment. Also that decision sits on any tech not only on pairs. In short there are now more and even more difficult decisions to be made.

    • Like 1
  5. > I beat two AIs at medium level.

    Yeah, that's fun when both choose you as enemy for their first attack.

    I think most importantly one needs to master the economy. If you have 2 barracks training units in non-stop mode while the centre researches phase.town and keep that going, you'll win. The chart mod is helpful and shows which player trains units the fastest.

    • Like 1
  6. I've set myself a target of beating Petra in half an hour. Basically I can now build a ranged cavalry mass producing economy. Also needed are three towers as trap. When Petra starts building the first civic centre I start attacking and do not stop.

    post-16051-0-65122100-1412437203_thumb.ppost-16051-0-96246200-1412437228_thumb.p

    Since I'm pretty sure a human player would easily find a defense I'm very fond of the new balancing, especially the lack of paired technologies, but that's probably my personal view.

  7. > with a proper bug report instead of a rambling forum post

    Sorry, the first post is as exact as I can describe it. And experience tells me trac entries are postponed without any comment so I figure forum posts are more effective. Looking at trac right now i see the issue has already been reported yesterday. It is very probably an autostart issue, otherwise I would expect more feedback.

    All I want to know is whether the command line interface is fix-worthy and if yes will it happen before release of A17?

    If I can provide a test case for autostart to make it never break again, I'd be happy to work on that.

  8. > Does Hannibal really need to know about the Civilization?

    In principle no. In practice yes.

    The engine expects an exact template name to build/train/research things, example "structures/athen_house".

    The API delivers template names with wildcards: "structures/{civ}_house"

    So a bot has to string replace the wildcard with its own civ. That's the purpose of applyCiv() pasted above.

    Without knowing its own civ a bot is stuck to whatever entities the designer has put on the map.

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