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anotherone

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Posts posted by anotherone

  1. 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.

    Petra still had over 100 workers after the attack.

    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).

    I killed the game with a CTRL-C, so there is no commands.txt :search:

  2. How would a bot recieve chat messages using the JS API? I know the bots can talk, but can they recieve messages yet? Something like

    API.onTeamChatSent=function(str){/* code here */};

    , maybe?

    It should be a pretty simple addition to a bot if that is possible.

    Maybe, instead of a written message, you could communicate with bots using a menu like Aoe 3

    I suppose so, but this would require a little more code than the chat option (correct me if I'm wrong).

    However, human team members might not see the requests then unless the menu also chats.

  3. Currently, humans and bots have almost no way to work as a team. Maybe if the human typed something like "I am attacking Purple", the AI might find that it has enough men for an attack and say "I will join".

    This would require some basic natural-language processing to recognize some simple statements.

    I came up with a list of some statements that should be looked for:

    "Can I have <NUMBER> <RESOURCE>?"

    - The AI will check if it has at least 2*NUMBER, and then tribute it if it does

    "Help me attack <PLAYER>?"

    - AI will attack PLAYER if possible

    "Help me!"

    - AI will help defend the player's base

    "Get off my land!"

    - AI will stop building

    Likewise, the AI could do the same and ask the human for help.

    Please give me your feedback and insight into implementation of this feature.

  4. Petra likes to build civ. centers very near my under-construction civ. center. This leads to competition to see who can build their civ. center the fastest, especiallly on maps where the players start out near each other (team oasis). Maybe add a filter to not allow civ. centers to be build within a certain radius of another civ. center that is under construction.

  5. If we choose to implement this, how would it be done? Perhaps the act of building the bridge should change the internal representation of the map for the pathfinder. The representation seen by the renderer would stay the same. Then, models for the bridge could be placed. Could this be done?

  6. - Wooden bridges have less weight capacity than stone ones (might need a weight property for units now)

    Nope. Let's keep weight capacity out of it. That's good for building sims, but this is a strategy game. The fact that enemies can destroy bridges is enough.

    IMO, units that cannot be garrisonned on ships should not be allowed to cross bridges, or they can only cross stone bridges.]

    - Stone bridge sections could upgrade to drawbridges to allow ships to pass

    Like gates (but over water)? Sounds interesting, not sure how feasible (because of the sudden gap), but definitely something to think about.

    If this is feasible, it should also prevent units from crossing the bridge.

    - Bridge sections can be built from ships with units garrisoned aboard, or from adjacent sections or land

    I'd leave the ship part out. That's going to look weird, and why would you do that???

    I agree.

    I think we should make bridges high enough so that boats can go under.

    This is infeasible, as it would allow units to be both over and under the bridge at the same time.

    And a reminder that only with walkable meshes will true bridges be possible for now they will be only a hack and that means an almost complete rewrite on the rendering pipeline not a trivial task so I don't see it happening for a long while.

    Well, maybe this won't happen after all... :stinker:

  7. Following up on http://www.wildfiregames.com/forum/index.php?showtopic=17825&hl=%2Bbuildable+%2Bbridges#entry278708

    If we are to implement buildable bridges, I have some general ideas:

    - There will be two types of bridges - wood and stone.

    - They should be implemented similar to walls, with sections and towers (maybe?) for the stone ones.

    - When a bridge section with units on it is destroyed, the units drown.

    - Wooden bridges have less weight capacity than stone ones (might need a weight property for units now)

    - Stone bridge sections could upgrade to drawbridges to allow ships to pass

    - Bridge sections can be built from ships with units garrisoned aboard, or from adjacent sections or land

    - Maximum length for wooden bridges is greater than for stone bridges (no typo)

    - Stone bridges will be able to cross a deeper depth than wooden ones

    - Bridges needn't be over water

    - Bridges over land (a canyon, say) will look different from water bridges

    My first post, so take it easy :)

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