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Everything posted by wraitii
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Further AI development
wraitii replied to wraitii's topic in Game Development & Technical Discussion
RedFox: that doesn't exist because it's an associative array. But performance is generally horrible. I've got a few ideas on how to improve on that, but it might be worth considering moving it to C++. -
Further AI development
wraitii replied to wraitii's topic in Game Development & Technical Discussion
I'm pretty sure this is always the same old issue. -
Paid Development: August 2013 Activity Status
wraitii replied to RedFox's topic in Game Development & Technical Discussion
Very interesting graphs, and very interesting reports too. It seems to me Mythos made a really good decision when he contacted you. -
Yes it is fairly strong for a beginner, but I can assure you it doesn't spawn unit. Check A14 again, the difficulty settings should be better (ie easy should be easier) and there will be a new sandbox mode where the AI won't attack.
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quimkaos: what makes you think that? Aegis doesn't.
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Further AI development
wraitii replied to wraitii's topic in Game Development & Technical Discussion
New-ish version, fixes a serious bug where the AI would assign all its worker to fields/ too many to wood and weird stuffs like that. Also, the attack plans now attack informations again, because it's less taxing for the pathfinder that way. ai.zip -
===[TASK]=== WONDER: Britons: Stonehenge and White Horse
wraitii replied to Mythos_Ruler's topic in Official tasks
I like the idea of the big oak. It probably fits the gaul more than some fancy menhir thing. -
Season would need a new texture, a sort of "decal" that would be overlayed on the existing texture. It might be building-specific but could probably reuse the base texture UV. It could simulate snow covering, vegetation growing and decaying, dust in deserty maps, things like that. Having a day/night cycle means adding dynamic lighting to the game, which is a lot more work. Both would have to introduce big gameplay changes (night would emphasis LOS and stuffs like that, which is not too suited for an RTS in my opinion, at least 0 A.D. would require a ton of changes.) Seasons would slow units down in winter, stuffs like that, which is already less important.
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[DISCUSS] Performance Improvements
wraitii replied to RedFox's topic in Game Development & Technical Discussion
Some profiling data of a few simulation functions in an aegis vs aegis game I've just run. Obviously this graph doesn't show ComputeShortPath which gets stupidly slow (27ms at times) when the AI starts to attack and pathfinds a ton of units individually (I'll change that). What I've found interesting here is that "Move" takes 2.5ms reliably in the mid-game (25th minute) as many units move, and execute active queries is even slower (6/7ms). Those curves are quite flat, which would indicate those values don't really change from turn to turn. Combined, this is about 10 ms per frame devoted only to these two fundamental functions. With optimizations to the queries (which are easy) and optimizations to "Move" (which might be impossible, I actually have no idea what this function is), we could cut it down to 2/3 ms, which is a serious improvement. (calculateTerritories is here because I wanted to see if it was slow… It's 1 ms at most, not too much but not completely negligible either). -
[Discussion] Spidermonkey upgrade
wraitii replied to Yves's topic in Game Development & Technical Discussion
Thanks a ton for this wiki page, Yves', I'm getting pretty cool graphs for AI profiling which is really helping me see what needs to be done and what doesn't. -
===[TASK]=== WONDER: Britons: Stonehenge and White Horse
wraitii replied to Mythos_Ruler's topic in Official tasks
Menhirs and Dolmens are anachronistic for the gauls as far as I know, it was an earlier people. It might still fit if they adopted the buildings in their own customs, but that is far from certain. I'm really not sure what to give the gauls though. They were master blacksmith/silversmith, but that's not really a building, and I don't know of anything particularly massive. -
I agree that we need more separation. Imo one way to do this is to make some stuffs obviously for early-game and some others obviously for late-game. Another way would be to make some resources work well, but only if you follow a specific path or only if you're really focusing on those. I'm not too hot on Berry regeneration, to be honest. Berries to me are the hunter-gatherer stuff, really only for a small boost early one. Hunting is similar, it should be fast and worth it if you're dedicated to it. However hunting is kind of broken right now (animals are too fast, too strong, too scattered and rare). Farming and Herding should be two viable long-term solutions. However right now farming is far better. One way to change that: -Herding should definitely use the "trickle" effect, by having animals tasked to a farmstead (which can train those). This would take a limited amount of space (currently only the farmstead) thus be easy to defend, but it would be slow-ish (obviously techs would make it better). -Fields should take way more space (We should make them bigger and perhaps reduce the overlapping possibilities). We also need to find a way to push those away from the CC, but making them like twice bigger might just do that. Perhaps a bonus if around a farmstead. Thus farms would be faster than herding but more dangerous: you'd need to defend your workers, and it would start taking actual space. And farming would occupy many of your workers whereas herding wouldn't. (btw about the farm diminishing returns, perhaps it should be changed so that 2/3 is optimal rather than 1 to occupy more workers). I can see two ways to handle fishing, being inherently map-specific: -make it interesting after some techs (like ~farming, but it would take less space). A bit like it's now. -make it way more interesting than farming/herding, on par with hunting, and even better after some techs. This will put a huge emphasis on water gameplay. It's a choice. Note that fish importance is dependent on other factors too: if we make farming take up a lot of space, on very watery maps, it won't really be viable, thus players will have to fish. Limiting other resources availability in general makes fishing more important, thus naval gameplay too. Technology wise, I think the game should force a choice on you. If you start improving herding, you can only improve herding later on (start with a pair and make any subsquent tech require that first one), except perhaps for a few rare cases.
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Crowd-Sourced Civ: Ptolemaic Egyptians (Ptolemies)
wraitii replied to Mythos_Ruler's topic in Official tasks
Now with 100% more player colors: (I'm way too lazy to do proper AI work so I keep retexturing this boat instead). -
Loading Screen Tips.
wraitii replied to Mythos_Ruler's topic in Game Development & Technical Discussion
In my opinion anything keyboard-shortcutted could be made a tip. And a lot of little play tips. Currently imo our tips are a little descriptive, not really insightful. There's a lot of stuffs that is obvious if you just give a look at the GUI. For example, the catapult one: CATAPULTS - Ranged siege engines that are good against buildings. < Thanks Capt'n Obvious - May upgrade to flaming projectiles for extra effectiveness against buildings and units. < Where? - Expensive and slow. < A little obvious too, you can see that in the GUI - Pack up into carts for movement, and unpack into stationary engines for attack! < Well, duh. I mean you really can't do otherwise. In my opinion this tip is not really interesting. Now as far as I know we don't really have fancy stuffs for catapults, like being able to attack a given ground zone to kill trees or something. But if we had, that would be an interesting tip. What might be worth putting for example is stuff like "can't be garrisoned in X" or things like that, that are not obvious. Another example: BARRACKS - Trains all citizen-soldiers. < True. But they also train champions if unlocked at the fortress. Which is slightly more interesting. - Research military technologies to augment your armies. < Not completely true with the blacksmith. - Build multiple barracks to train masses of citizen-soldiers quickly. < A good tip even if it's kind of obvious, but the phrasing could be better imo (the sentence feels hard to read for me). - Build a barracks in a forward base in order to supply your assault with fresh troops. < Good tip. For the barracks, what could be added? Right now, perhaps stuffs like "Build one early on to be able to train citizen-soldiers while you phase up". But frankly those two tips aren't really all that useful. They're stuff you can just guess and that the GUI tells you, a basic tutorial would deal with this info really well. The last two tips for the barracks would fit better a "Having a strong army" tip. Now stuffs that aren't obvious, like "citizen-soldier vs champion" or the "garrisoning for more arrows" are well deserving of a tip. I'd add experience (and in particular how citizen-soldiers lose gathering efficiency as they experience), unit groups, perhaps a few general concepts like "Territory battle", some strategy explanations (rushing, booming, turtling, whatever), perhaps some specific information about technologies (for example recently I've learned that in the Iron Axe vs Wheelbarrow pair, you were probably better off with Wheelbarrow unless you always made sure to have small resource returning times for your workers.) Perhaps some specific tips for some maps. Perhaps a few gameplay points that aren't immediately obvious (swordsmen make better siege units than archers or pikemen, cavalry swordsmen will kill support units faster). We also need a tip that explains the difference between females and citizen-soldiers. We could even throw a few build-orders here and there. Real tips, you know. -
Very good tutorial, you should also put in on the Wiki, we might have some proper resources there for artists at last
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Further AI development
wraitii replied to wraitii's topic in Game Development & Technical Discussion
New version of the upcoming version, no real changelog this time either, still more rewriting and still more work about naval stuffs (this time it's fairly close to completion but weird issues make me unable to complete). I've fixed a few bugs in the attack plans that should make the AI slightly better at attacking though. Just replace the binaries/data/mods/public/simulation/ai/ folder with the one linked. (for sanderd: not a patch because imo this is easier for a folder) ai.zip -
Crowd-Sourced Civ: Ptolemaic Egyptians (Ptolemies)
wraitii replied to Mythos_Ruler's topic in Official tasks
Okay, so since I wrote the animation tutorial on the wiki, I got the model in-game and tinkled around with animating (nothing really done for now ). I made the row a prop to the fisherman, which is currently a mauryan archer stripped bare. I figured it'd be easier to animate the model on its own later. So anyway here's an in-game screeny... -
[Discussion] Spidermonkey upgrade
wraitii replied to Yves's topic in Game Development & Technical Discussion
How do you get these graphs, btw, Yves? Is it possible to do some more specific stuffs? I don't really know how to handle the in-game profiler… -
Crowd-Sourced Civ: Ptolemaic Egyptians (Ptolemies)
wraitii replied to Mythos_Ruler's topic in Official tasks
Here's a mostly finished version of the Egyptian Fishing Boat I made earlier. Texture is shippable. It'd need a fisherman and animations, obviously. Currently around 1000 tris, can be easily reduced to anything up to 250 tris. edit: looking at it, I'd need another band close to the top, where the width of the hull is minimal, to explain this. But other than that and some small tweaks I think this is good. edit2: I can't decide if it's too yellow... How is papyrus supposed to look when dry? edit3: Enrique mentioned lowering the deck (and probably the whole ship) in the water, too, which I forgot to do. -
Further AI development
wraitii replied to wraitii's topic in Game Development & Technical Discussion
Almin: I have no idea if it's a classic system. I even have no idea if it's the best, but it works nicely enough. And it wouldn't change a thing for serialization, no. historic_bruno: BTW I've answered you here and haven't heard back from you, and there are fairly important issues at stake there. -
Further AI development
wraitii replied to wraitii's topic in Game Development & Technical Discussion
It's actually not that easy to just save the AI state. If you restart from scratch, it's going to make terrible decisions... You need to save what it wanted to do with its villagers, things like that. Sure you could try to guess it backwards on loading, but some stuffs won't work (defense, attack…), and the way the AI is coded currently makes this extremely unpractical too (sadly). Fixing the Ai for saving games is actually not extremely hard, but doing it right is hard. And tied with how javascript fundamentally works, which might change as we are considering upgrading. -
Further AI development
wraitii replied to wraitii's topic in Game Development & Technical Discussion
We haven't yet sorted out issues on how to serialize the AI efficiently, so sadly this will take some more time Gameboy. -
[Discussion] Spidermonkey upgrade
wraitii replied to Yves's topic in Game Development & Technical Discussion
To be honest about AI things like that, just tell the developer (me) how it works and the developer (I) will adapt. I've got an unadded optimization for entity collections, too, that uses a real array (basically if an entityCollection is not going to change much (few removals), then I keep a real array for iterating instead of an associative one. I wouldn't worry about that too much since it's so inefficient in Javascript that I might want to try it in C++ someday. -
AI development questions
wraitii replied to niektb's topic in Game Development & Technical Discussion
I'm not completely sure what started that error… It's happening on the normal AI too, but I haven't found the error, it's very odd. -
===[TASK]=== WONDER: Britons: Stonehenge and White Horse
wraitii replied to Mythos_Ruler's topic in Official tasks
I like (love?) the Uffington white Horse, but that might be because AoE 1 had that (or stuffs that looked like it anyway) and I remember 5-year old me thinking they looked amazing and were the most mysterious thing ever. Frankly, I still think so. There's not a single piece of ancient art that looks that modern in my eyes (looks like something Picasso might have drawn). edit: can't find any screenshots of the AoE 1 stuff, but I'm sure I haven't dreamt it…