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Posts posted by fcxSanya
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I think we probably want AIs to run on every player's computer in multiplayer games, rather than just running on one and sharing its command output over the network, but if AI is expensive and some players have very slow CPUs and fast networks then maybe that's a tradeoff to explore later (the design shouldn't make it impossible).
I don't know anything about AI in games, so I don't know how this usually implemented, but it seems for me more naturally to execute AI logic on one machine (server) and share its commands among other computers like human-player commands. In case if AI player logic will be performed on each computer this means that AI should be fully deterministic and can't have any random elements and also AI players should be synchronized with each other, right?
All others in your post looks for me understandable and reasonable
Edit:
A related thought: preferably this release should focus on getting the AI system done, and programmers not working on that directly should help indirectly by mostly doing things that both the AI and the human player can benefit from. I leave it to you and the other programmers to decide/determine to what extent that is possible, but I really encourage you to find the possibilities.
I will be glad to help with AI programming, but firstly we should plan what and how to implement and split this huge task to small relatively independent tasks/tickets. And I don't think that someone can do this without Philip Also I want to finish units promotion and fixing multiline centered text first, and for this I also need Philip's reviews
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Just paste your code into http://pastebin.com/ or other pastebin service and post link to it here and then someone can find problems in it. Personally I have not much java knowledge, but if there is some simple error, maybe I can help.
Also it will be more effective to ask your question on some java-specific forum/mailing list/IRC-channel. For example this: http://forums.oracle.com/forums/category.jspa?categoryID=285 looks like official java forum.
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I think our trac wiki is best place for this document. Also there should be link from this section to this information.
Thanks Pureon, good work
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Thanks for the link, but I doubt that we have here some group of people, which want to start development of new proprietary project
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So you need something simple, clean, and small.
Personally, to achieve that, I think it'd be good to move the minimap to it's own place, in the top right corner below the menu bar. Then increase width of the other panels at the bottom in order to decrease height.
You end up with something like this: https://skitch.com/k776/rb781/0-a.d-redesign-idea
Obviously it's a rough sketch (someone with better arts skills could probably blend the minimap a lot better), but the main idea is it decreases the bottom panels height by nearly half, giving more screen space. It also isn't tied to the minimap, so the panels can hide when nothing is selected, and the minimap won't be stuck about 1/4 of the way on high res screens (like mine).
Are you draw your sketch from scratch, right? This approach seems wrong for me. You should start from that, what we have currently:
There is not so many free space on bottom panel (and it will be even less in the future probably), so I think we need to keep area size the same. To reduce panel height by half, you need extend it twice by width (area = width * height, right?), but by moving the minimap away from this panel you will achieve only roughly 1/5 of additional width. But minimap in this case will not fit into other layout and gui will be probably looks even more overloaded. Also the minimap under "menu" button seems uncomfortable for me.
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This is my subjective opinion: I'm run game always with 1024x768 and I prefer current style GUI, because as I said before I prefer to see more info on the screen simultaneously and by some subjective aesthetic preferences.
But I'm not too advanced RTS player and I'm not too much time play 0ad (just testing different things regularly) so my opinion is not so worth
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"HP does not allow you to send a Bordeaux" is nonsense too
Thanks to Erik for enabling PM's for Vlad, we already exchanged PM's with him (this is note for others
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Hi Vlad. Welcome to the forums.
GettingStartedProgrammers page probably is best place to start programming.
I don't know much about the game performance and system requirements, but your hardware seems as enough good for me. Maybe there is some driver problems. Are you tried to disable shadows/water reflections in the in-game settings dialog? I think someone else can tell you more about this.
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I added "map exploration" in the 8679. Probably I will add also "treasures collected" counter soon, because it is already implemented in the simulation part, just need to be added into layout and tested. And then I think I will create a trac ticket for other counters and move to more priority tasks.
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Currently treasures appears like general resources, we need to change a number of things with treasure gathering: collect resources immediately, don't count them in statistics, don't switch to treasures, when searching for next resource for gathering, and vice versa - don't switch to resources when treasure is gathered. We discussed this in the IRC and I hope to implement this in the near time.
Done in the 8670.
In my work-in-progress version I added civ icons and widen player name field, so now all counter from first tab don't fit into 1024 pixels and I moved "Civ centres built" and "Enemy civ centres destroyed" to the new "Conquest" tab.
I committed this version in the 8671, so current layout of the summary screen is following:
Units/buildingsUnits trained, Units lost, Enemy units killed, Buildings constructed, Buildings lost, Enemy buildings destroyed
Conquest
Civ centres built, Enemy civ centres destroyed
Resources
Food gathered, Vegetarian ratio, Wood gathered, Metal gathered, Stone gathered
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So for the summary screen, it would require looping through player entities and checking if their state is "won" or not, and if so do something special. Not a big priority though.
Yeah, it is useful feature. I can display some icon if Michael (or someone else) will draw it. Or someone can propose another way to mark out victors.
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Some tab ideas:
Oh, a lot of new counters!
What I thinking about new statistics:
need other things to be implemented first
* Settlements Captured, Buildings Captured, Females Captured - need capturing
* Tribute Sent/Tribute Received - needs diplomacy/tribute
* Trade Profit - needs trading
* Technologies Researched - needs technologies
* Loot - needs looter (I'm working on it, so probably I will be able to implement this counter)
some questions
* Total Resources = Food Collected + Wood Collected + Stone Collected + Metal Collected + Trade Profit ? How "Total Resources" is related to "Tribute Sent"/"Tribute Received", should we take them into account?
* Deforestation - what is it? it is percent of all forests, which is felled by specific player?
* Kill/Death Ratio = Enemy units killed / Units lost ?
* Temples - derived from template_structure_civic_temple.xml
* Special Buildings - derived from template_structure_special.xml
* Warships Destroyed/Warships Lost - warships - derived from template_unit_mechanical_ship_bireme.xml/template_unit_mechanical_ship_quinquereme.xml/template_unit_mechanical_ship_trireme.xml
* Number of Super Units - derived from template_unit_super.xml
* Heroes Killed - here is probably no questions
implementation thoughts
* Favorite Military Unit - can be implemented as dictionary { unit : count }, when some unit is trained we will search it in the dictionary and increase counter if it is there, or create new record with count = 1 if there is no such unit.
* Most Bloodthirsty Hero - dictionary { heroName: enemiesKilled }
* Avg Lifespan - add to Health component "birthday" (time when unit was trained), then when unit is killed accumulate lifespans in statistics.
Common question about specific unit/building types, should we count them as generic types (e.g. should we count warships as units and civ centres as buildings) ?
About layout
Lets start for that, what we already have and see what and how we can add.
Currently in the SVN we have following:
Units/buildingsUnits trained, Units lost, Enemy units killed, Buildings constructed, Buildings lost, Enemy buildings destroyed, Civ centres built, Enemy civ centres destroyed
Resources
Food gathered, Vegetarian ratio, Wood gathered, Metal gathered, Stone gathered
In my work-in-progress version I added civ icons and widen player name field, so now all counter from first tab don't fit into 1024 pixels and I moved "Civ centres built" and "Enemy civ centres destroyed" to the new "Conquest" tab. I'm working now on implementing "Map exploration" and "Treasures collected" statistics. I think first should go on the Conquest tab and second on the Resources tab. So after these changes summary screen should contain following:
Units/buildingsUnits trained, Units lost, Enemy units killed, Buildings constructed, Buildings lost, Enemy buildings destroyed
Conquest
Civ centres built, Enemy civ centres destroyed, Map exploration
Resources
Food gathered, Vegetarian ratio, Wood gathered, Metal gathered, Stone gathered, Treasures collected
On the Units/buildings tab currently there is place for one more column so it looks like we can fit up to 7 counters on each tab. I mean regular counters with header like enumerated above and numeric value, if we need values like this (it seems like forum insert space char in the middle of the link and brake it) obliviously we need more space for each of counters I think from counters, which you enumerate, the "Most Bloodthirsty Hero" and "Favorite Military Unit" can claim more space.
It is my first try to place new counters
UnitsUnits trained, Units lost, Enemy units killed, Avg Lifespan, Kill/Death Ratio, Warships Destroyed, Warships Lost
Advanced units
Number of Super Units, Most Bloodthirsty Hero, Heroes Killed, Favorite Military Unit
Buildings
Buildings constructed, Buildings lost, Enemy buildings destroyed, Temples, Special Buildings
Conquest
Civ centres built, Enemy civ centres destroyed, Map exploration
Gathered resources
Food gathered, Vegetarian ratio, Wood gathered, Deforestation, Metal gathered, Stone gathered, Total Resources
Collected resources
Treasures collected, Loot
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I think treasures should still be counted in statistics, but maybe just as "treasures collected = 3" or something.
Yeah, good idea. I added this to my workplan )
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Just a note on vegetarian food and the recently added treaure gathering: food gathered as a treasure should not count as non-vegetarian food, it should be showed as gathered food but ignored on the vegetarian ratio (like the food initially provided).
Agreed. Currently treasures appears like general resources, we need to change a number of things with treasure gathering: collect resources immediately, don't count them in statistics, don't switch to treasures, when searching for next resource for gathering, and vice versa - don't switch to resources when treasure is gathered. We discussed this in the IRC and I hope to implement this in the near time.
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Nice ships, Pureon =)
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Hi Chris. Welcome to forums.
At the moment 0ad crashes for me (in Ubuntu 10.04) with a gfx driver bug (it's a known issue with my kernel), but as soon as that's sorted out I'll hopefully send in a patch or 2 for some of the easy to fix bugs.
If you mean the bug discussed here, it should be fixed by this drivers.
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Would it be hard to add something like % of map discovered? There are a lot of other things which would make sense to add later, but that could be worthwhile to have already if it's not too hard to implement.
I will try to add it. Initially I added statistics, which is easily accessible in the simulation code; I think I need to dig into some engine components (and consulting with Philip) to get access to FoW/SoD variables.
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Summary screen done and committed.
Could you also add the Vegetarian Ratio (= Vegetarian Food / Total Food * 100) to the resource panel? I see it in The Settlers IV and I like it.
If you use svn version you can see it in the game right now
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Hooray! Good news, Random-Dude, thanks for testing
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Trac is better to have all tasks in one place.
But I agree with Michael:
I just don't think artists would be keen to use Trac.
I think trac is not too comfortable for artists.
Also some time ago there was there was some not actual old art tasks on trac (see for example http://trac.wildfiregames.com/ticket/401#comment:3, http://trac.wildfiregames.com/ticket/286#comment:8, http://trac.wildfiregames.com/ticket/289#comment:3).
One more note, we (programmers) sometime created both ticket (to keep track on changes and submit patches) and forum topic to discuss design, UI layout, or even implementation details.
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Add these to the ticket: selection box, shift-click to select multiple objects, copy & paste object(s). Imagine how much quicker it'll be to map
Ticket for copy&paste is already exists: http://trac.wildfiregames.com/ticket/96 (already 4 years ) Also there is some other opened tickets for Atlas: http://trac.wildfiregames.com/query?status...&order=priority. Maybe it makes sense to plan most important of these tickets to some of next alpha versions.
0 A.D. Rise of the East Mod
in Rise of the East
Posted
I was intended to wrote something like this, but Philip was faster
Few additional notes:
* http://creativecommons.org/weblog/entry/8051 - post on creative commons web site about cc licenses and free cultural works;
* "as our project already is a derivative work" if you mean that since you make a mod it is derivative work it is not make so sense I think: if you create your models/textures from scratch you can use any license which you want; otherwise if you derive from some materials from 0 A.D., as Philip wrote, you should license it under cc-by-sa.
In any case I like your mod and I look forward to see the progress in it, good luck!