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SirPope

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Everything posted by SirPope

  1. Player_{civ}.xml has the wrong tech name then. Perhaps setting some 'base' templates would help. Most of the information in your templates are copy and paste. Look at template_{civ}_civic for example, they are the exact same for every single civ (except for the zora - see spoiler for a fix). The base template would reduce bugs, speeds up additions, and lessen the upkeep. If you wanted to, give civic buildings more heath, you'd only need to adjust 1 file. You might want to do this with units but that seems like a lot of effort. Basically, if a tag or group of tags (or entire file) is the same for all the civs you have, make a basic template. Implementing this shouldn't take too long. The mass majority of it is hitting the delete key and renaming some things (renaming is also technically just hitting delete, and typing basic/). The {civ}_temps folder would just be used for additions to that civ. Idk, up to you. This might make the upgrade process easier as well.
  2. The error spam part is fixed in the zip file I uploaded or the patch at moddb (see page 30 for links). I noticed the shared los problem, It's a wrong tech name in their market. Needs to be: culture_civilized/postman_network instead of unlock_shared_los Lon Lon's buildings do need a higher 'pop cap'. They can't train because they have ~38 units and only 20 max pop. Their cc could give a boost to it in their template. The AI normally ignores animals that are aggressive (unless a soldier is close). They don't seem to actively clear them out of the way. So it's pretty much every civ on the peahat problem. It might be a lack of CitizenSoldier in some of the classes. Idk. I've noticed that they don't bother training anything but 'FemaleCitizens'. It kinda makes sense for them to do that, they are the best gatherers in this mod.
  3. Are they going to be small? Weren't the kokiri in a permanent childlike state or did that change somewhere? I think they turned into the weird nuts in BOTW and WW. I'm curious how a small unit will work. I think units use the obstruction radius to tell if they've hit something. They probably won't be too small so it doesn't matter. Still: Kokiri - The little green ninjas. I think they'll be neat.
  4. Nothing else seems to need fixing in this release except for the AI researching their civ tech, but that can wait and should probably wait. If you upgrade to the SVN, you'll have to keep an eye on the timeline page and be sure to keep sessions.js and config.js up to date. As well as anything necessary/wanted like music.js and other important files. Petra isn't needed as all the bugs were fixed, you will have to add the buildings back to the svn's updated config file though. All of these should be done last IMHO. You're pretty much ready to move to A23 and fight the stream of minuet changes. There isn't really a set release for A23 declared though. It does seem like a lot is getting done pretty darn quick though. Honestly the easiest way to start is the templates. Then work your way back into an updated mod (see the spoiler below). As for the patch. A translation error showed up when you do, it might be .js problem or me not transfering the svn js files to the hyrule folder before the patch. Well, I used tortoiseSVN to open the patch, I clicked file, apply, found my copied folder of hyrule, clicked okay, then yes on the next one. I've got a windows xp though and an outdated version of tortoise. *cough* I will tell you one thing. The SVN likes the tag Undeletable and Indentity. Death mountain technically loaded... I mean the loading screen did finish.
  5. Wouldn't a public repository ruin the idea of a patreon...? The latest release could be uploaded, but only when released to the public. Basically, no active updates just suggestions? Here's the files from the install. I added the corral fix for the gerudo and tested it. HyruleZip.zip
  6. Thank you. I can actually play against the gerudo now. I personally don't want to wait 2 months for this mod to be decently playable. The template patch fixed all the problems but the corral. That corral fix is the only thing that it needed in its A22 state. However, even in A23, those starter techs are going to need to be researched somehow and that's the only thing left. Besides, the next update of this mod might happen before A23's release. Best to make it playable for those who want to play it. I was going to query cmpPlayer and call it's disabled function but that'd just be another file he'd have to add (and later remove). I figured I'd just use what was provided - that was my thought process anyways. It had me puzzle for the longest time why that corral code even existed if it was impossible to build it. You had to edit the simulation to even get it to-be built or used. I'm glad you got rid of that annoyance. I think the needCorral option you suggested is best, they actually build it in starting strategies this way. So at the end of the init function in hq just put this... if(gameState.getPlayerCiv() === "gerudo") this.needCorral = true; I'm not sure what all the changes necessary for an svn upgrade would be. I know walk animations have been renamed, and some template name changes. I might try to work on an svn upgrade of this mod in my free time. That way I can help out when A23 does get here.
  7. That seems to have done it. Only thing to fix now is the corral (and to get the AI to select their tech). It could be done in the Config file, I'm just not entirely sure how. @mimo I might have found a bug. I don't know. First off: The field for the gerudo doesn't exist (I changed it to _corral, updated their build list, replaced it's Field class with Corral) and the construction plan for the corral will only run if the field is disabled. I've tried putting the below in the SetConfig function but that didn't seem to do anything. However, when I tried it with storehouse, it did prevent them from building storehouses (bug?). Is there some sort of field re-enabler somewhere? Or just a better way of doing this? It did prevent them from building storehouses. It just keeps enabling fields. gameState.playerData.disabledTemplates["structures/gerudo_field"] = true; To see if it was working, I put the below at the start of checkResourceLevels of basemanager. It kept returning false. API3.warn("Field Disabled? "+ gameState.isTemplateDisabled("structures/gerudo_field") ); Using gameState.sharedScript.playersData[gameState.player].disabledTemplates["structures/gerudo_field"] = true; Just result in the same thing (even the storehouse test). Do you have any idea why it works for one thing and not the other? I've tried _house as well but they still build them. It seems to be impossible to disable fields. Something keeps resetting it. @The Undying Nephalim A quick fix until a permanent one is added paste in the basemanagers -> checkResourceLevels -> before the canbuild if statement of field. if (gameState.getPlayerCiv() === "gerudo") gameState.playerData.disabledTemplates["structures/gerudo_field"] = true; After the other fixes and the removal of the corral's resource supply. They'll build the corral after they finish off the berries... and if they don't have anything more important to do. It will take a while. Raising the priority of it to say 300 or 400 in the config file will make them build it faster. Normally it'd adjust the priority for you and build it ASAP but it seems something is re-enabling it.
  8. There was a unit conversion mod somewhere. It could very well be implemented. They shouldn't be tameable by every unit though. Perhaps just standard weak villagers/solders to give it more of a challenge. The animals that are hostile are quite weak so they shouldn't impact the balance. The amount of 'conversion' necessary could be used as a deterrent. Some animals just wouldn't make sense to tame though. It would be nice if it was possible or supported; as for adding it into the actual final game, not so much. Taming a lion(for a time) is technically possible they are just not something that would be used on the battlefield. Wolves, sure. That's about all I can think of that would make sense.
  9. @The Undying Nephalim I managed to replicate it with the hylians (I had to patch them again). I think I found it. The parent template: template_{civ}_economic.xml It has the Storehouse class. Just remove that and add it to the civ's actual storehouse. I tested this with Hylians. But my files are different. I kept getting that error when they built an additional farm or a market (who's parent of those files and probably others is that template). Let me know if that fixed it.
  10. type is just used to locate a decent place for it. It's got nothing to do with the gathering, just the positioning of it. By default it's placed by trees. Have you fixed the spam building? The classes and such? <Civ>zora</Civ> <Classes datatype="tokens">Archive DropsiteWood DropsiteMetal DropsiteStone -ConquestCritical</Classes> <VisibleClasses datatype="tokens">-Economic -Storehouse Civilian Dropoff-Site</VisibleClasses> You've removed Storehouse from the template. That code never runs. This was only done to the Zora's storehouse. It's metadata is never created in baseManager or hq because it doesn't have that class.
  11. Didn't people want that in the actual game? A lot of the sounds here are amazing. Where did you get the models from btw or did you make them yourself?
  12. @stanislas69 Amazing pixel art tutorials. There are some tile-based and top-down sprite tutorials in there that I needed for a separate project. I never thought of looking at the sprite as separate parts. I normally just draw everything and don't account for angles. Someone else made me some sprites but I have to do all the tiles myself (and some other animations). The color palette he used (and the angle of the lighting) is pretty much chaos. I've got to redo them all in a bit better fashion. I'd rather make my own though. I'm going to have too anyway. He never added any combat animations and they are way out of my league to recreate/fix. Basically, this works perfectly for a lot of things. @Loki1950 I tried ren'py but I don't quiet understand it at all. I looked through the tutorial a bit but not quite what I want (or just way too complicated). Though a choose your path type of gameplay is kind of what I want in that separate project I'm working on. Story boarding would make it easier too. The character editor makehuman, is it the 3d one I'm finding on google? If it doesn't work on windows xp, I can't use it. BTW, Pong is "complete"... I'm not going to upload it because you can't actually lose the game. The AI doesn't really do anything. Well, it follows the y axis of the ball... slowly. It also doesn't have a win screen... and the ball isn't a ball... it's a square... that acts like a ball. That's just how rectangle's work. The universe change three seconds ago, they bounce perfectly now. Fine, I didn't bother making a graphic for it. I just drew a rect on the screen, moved it, made it bounce, and completely forgot about scores... I'll fix it but it's boring.
  13. I've been wanting to actually get around and create a game. I've already got some small games/minigames that I'm working on but, fire anyways. What are some easy games to code (that don't require a lot of assets)? If you can order it in difficulty that'd be appreciated. Also: If you know of any 2D pixel art tutorial sites that are set up for 'artistically retarded and color ignorant' people... That'd be very much appreciated. I would post this in the forum of the program I'm using but the only people who actually seem to check that is, me... and the programs creator. It's new, young, unknown, and partially incomplete. Thank you. Sorry for the unfunnymehmeh...
  14. You have the class SeigeWorkshop in the template. https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/templates/template_structure_military_workshop.xml.The AI in the SVN now looks for Workshop: headquarters.js if (this.canBuild(gameState, "structures/{civ}_workshop") && !gameState.getOwnEntitiesByClass("Workshop", true).hasEntities()) { queues.militaryBuilding.addPlan(new m.ConstructionPlan(gameState, "structures/{civ}_workshop", { "militaryBase": true })); return; } It's not finding any workshops, so it's building more. Classes mean everything and it's frustratingly annoying. It can also make it ignore certain buildings. Example: If you add Workshop to a house, the actual workshop won't be built as it thinks that it has already built one.
  15. I think it's the position of this line in queueplanbuilding start if (this.metadata === undefined) this.metadata = { "base": pos.base }; else if (this.metadata.base === undefined) this.metadata.base = pos.base; Findgoodposition also tries to access the variable base of this.metadata. It might also be: if (this.metadata && this.metadata.expectedGain) Though, expectedGain isn't in the error and neither is base. Either way the first code, should ensure that this.metadata exists in some context. It just seems odd to look at expectedGain or base(in findgoodposition) before we know if this.metadata even exists. I don't what caused it to be set to undefined. Perhaps a building with no AI classes and is set to one of the building names that it focuses on, like {civ}_house or something.
  16. Spam building is the class problem I was talking about. My theory on the error there that I've gotten before, it can't find a good position to spam build anymore. It's not just zora and goron. It's hyrule and gerudo as well. Whoever tried to clean up the game files minus-ed out some classes. If you want to fix it, you'd basically just copy the visible classes to the class tag. You'd do this for every file in the civ's temp folder. the template_gerudo_economic_farmstead.xml for example has this: <Classes datatype="tokens">-ConquestCritical DropsiteFood</Classes> <VisibleClasses datatype="tokens">Village Farmstead</VisibleClasses> Turn it into this: <Classes datatype="tokens">-ConquestCritical DropsiteFood Village Farmstead</Classes> <VisibleClasses datatype="tokens">Village Farmstead</VisibleClasses> I'd actually remove Farmstead from the above as the AI might try to use it as a Dropsite for food. It can't, it doesn't have the <ResourceDropsite> tag. It will cause a new error to show about not having metadata. The AI tried to fix itself by deleting it but not removing it from the list of possible food drop-sites. The error could also be a problem with the big buildings but if it's showing with the zora's and goron's I don't think this is the case. Pretty much all their buildings are tiny.
  17. A starting point is deciphering the schemes and tech (hardest part I should say). Once that is done and figured out it should be surprisingly easy to do pretty much anything. However, I don't understand serialization at all. That and the obstruction map strangeness is what made me stop on my custom AI. I was thinking of a GetTemplateOfAIClass(AIClasses, MaxRadius, MaxCost, IgnoreClassesOf) type of function. AIClass meaning the one the AI assigned to it. Converting Petra to this would be pretty easy after the sorting and AI specific classes have been assigned. It'd mainly just be replacing hasClass with a separate hasAIClass, and any hardcoded template name with the above function. Easy to find with Ctrl+F. A weight of sorts could be assigned for each template. Depending on the lowest stats found. Updating rarely (number of techs researched and age up). Difficulty (or personality) could adjust the base weights of certain AIClasses. That and the number built already would be the main determinate of what is picked... as well as the regular hasClass. That's would allow it to act more like the modder wants. I might give the deciphering a shot but no promises. In A22's Petra I had already gotten rid of the hard coded template names. At least most of the them, sentry-towers and defense-towers confused me... that was literally it. That version was based off of classes from just the templates.
  18. Okay I found something. I was having a bit of trouble with my fixes but I think I got it figured out. Farmstead's don't have the ResourceDropsite tag. After all my changes to the hylians and gerudos an error kept showing up and... I reinstalled... ... ... It's got the class DropsiteFood and Farmstead so the AI runs to it and tries to deposit into it and error. I can't test if this is a fix do to the reinstall and I'm tired. I doubt I'll get this done. You know how you want things to be looked at/used as. Even if I did fix it, you'd still have to adjust it anyway. I figured I'd post this anyways. I got the error after the changes and from what I can tell this is a fix for it. It's deleting the metadata(cause it's not actually a resourcedropsite) but still looks at the building as a dropsite for food / farmstead.
  19. Honestly I think it needs to be rewritten/adjusted(if possible) and focus on schemes. If the worker can build something with a resource supply attached to it, it should be look at as a field for that resource. If a building can train something that can be hunted, corral for that resource. If something is restricted to shore, dock. If it's territory is a root, civcentre. If the building has a large attack range, tower. If it boost population and isn't a root, house. So on and so forth. Classes and Template names shouldn't be a priority. The AI should also preferably be allowed to look at the buildings and units in more than one way. You could pretty much put a category on everything from looking at the techs that they have and the Scheme. Doing it in this manner would make it mod friendly and maybe a bit more 'random'. All this 'looking' and sorting could probably be done in the first second of gameplay. As well as, when the next phase is about to be or has been entered. The empty phasing functions perhaps. A "what can X do" kind of mentality. I was working on something like this but, I got confused when it came to finding build-able locations... I didn't get far. The only thing this type of AI would really conflict with(that I can tell from theory) is overhaul mods that drastically change the Scheme... And the updates/changes to the Schemes. The AI would probably only be valid when this game is released and the Schemes are somewhat 'finalized'. Basically, an AI with no hard classes or template names. It finds the buildings/units from looking at the Schemes and it assigns it's own classes to those based on what they can do.
  20. They still need to reach a limit of population for barracks and a certain amount of time for phase up. You could probably be on city phase and have civcenter's around them by the time they reach town. It might be fixable with a higher boost to priorities, if it's high resource and not ceasefire. Depends on the definition of 'high resource' and how long the ceasefire is though. Plus some of the priorities are a bit of a joke. They are limited by other factors which makes their numbers quiet pointless. Corral and Farms for example (limited by number and resource counts, for good reason). Even better example is the dock. It doesn't matter if there's water, got to be a naval map.
  21. Do to the if statement above that line, the AI won't build the corral if it can build a farm. That line I posted is also checked in the canBuild function so nothing would break. I think it was put there as a 'quick skip', but the entire if statement is checked, even canBuild. Basically, it checks if it's disabled twice. However, In canBuild, it checks if it can actually load the template (a lot more important). If the template doesn't exist then it exits. It's pretty much a pointless corral-blocker. I don't think corral only civ's have been properly tested with petra. I think it was added to allow map-specific settings (no farms, no corral) such and such. Thing is it checks it in canBuild. If that's what you want LonLonRanch to do, you've got a problem. They can't build houses. If you don't allow any of the buildings to have a territory they won't/can't expand. You should probably just increase the populationbonus of their civ centre to 100.
  22. I found the corral issue. gerudo_field is never set to disabled. Even though it doesn't have a template for it (after changing it to _corral and updating the build list of the citizen). I'm not sure how to set it to disabled. I just deleted this line from baseManager -> checkResourceLevels gameState.isTemplateDisabled(gameState.applyCiv("structures/{civ}_field")) && and it worked. :/ I'm not sure who to ping here and trac scares me so: @wowgetoffyourcellphone ? canBuild already checks if it's disabled. It seems a bit unnecessary to have that check. else if (!queues.corral.hasQueuedUnits() && !gameState.getOwnEntitiesByClass("Corral", true).hasEntities() && gameState.ai.HQ.canBuild(gameState, "structures/{civ}_corral")) {
  23. 1. Might be possible, an aura or something that is activated when garrisoned. TrickleRate for X. I'm not sure if this will work but it should. The AI will ignore it though so it would still have to function the same. Basically: Yes. Not recommended though. 2. Buildings, the Inn and such, page 27. There are some that will need capturing (Lon Lon ranch, Armo's). 3. I doubt it's Damage-Armor as that could lead to healing. 10-25 = -15... (HP)100 - (-15). 100+15. Probably the 0.(Armor), that'd make the most sense. Someone told me that +1 Armor is about the same as 10% of the hp. If that helps any. @The Undying Nephalim I'm looking through the templates again and I'm noticing some oddities with class naming. dropoff-site and civil-centre; these are the same as Dropsite and CivilCentre classes. For the next release, I recommend a fix/clean up as well as an aura/tech check. Every _temp folders xml's VisibleClasses could be added to the Classes tags. This will allow a much easier way of cleaning the tooltip and fixing the AI. Several buildings seem to need a different VisibleClass to display in the tooltip so it wouldn't break anything. I'm currently reinstalling the mod, I'm going to try and fix it on my end. If I get it done and it works, I'll upload a zip file. I'll also try and find the corral problem as that is my main concern/confusion. I haven't really looked at the Unit's templates just yet. If their _temp files do the same I'd copy&paste them to the <Classes> tag. As for the not select-able in startup yet random selection, yeah I think you found a bug there. You might want to create a ticket. Honestly, I'd just remove them from players, and place the buildings on the map in Atlas. They should function the same. LonLonRanch doesn't have a population increase so the AI won't use it effectively until you add that (preferably a small sized building so they stay in the area).
  24. After an indepth watch of the AI... You've removed some classes from buildings with the minus sign. -Blacksmith and -DefensiveTower. -Temple -Storehouse -Farmstead... probably a few others. The AI is just spam building blacksmiths and towers. It uses these classes to count how many it has built. It's counting zero so it goes to build another one. If you don't want them to be shown you can put them in the <Classes> tag. Some blacksmiths are name Military in the tooltip which is throwing me off. The minus sign seems to be used everywhere... I thought it was just the new civ's but it's... it's all of them. @mimo You wouldn't happen to have a list of classes the AI uses would you?
  25. @The Undying Nephalim Really neat and seems to be working well. Only thing I found so far was that you turned the gerudo's corral into a field. gerudo_corral.xml - it is a corral after all. It also needs the Corral class. You don't need the ResourceSupply part as they gather from the animals. Don't forget to update the citizens build list. Even though I point all this out: I can't seem to get them to build it or train anything (Even after the resource supplies are gone). Anyone want to chime in with corral logic? What class / naming scheme does everything need to be for a corral only civ to work?
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