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Pureon

WFG Retired
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Posts posted by Pureon

  1. For the lag, I have a plan.

    There will be another Agent class which is the AttackerAgent. The bot it will split in several attacker agents - that is why the bot is called Split Bot, it splits in many Agents, and each attacker will have something like 10 units. That is how we can avoid what happens now, which is an order to attack one building or go to one position, given to 150 units.

    That sounds perfect. As you know, it's the pathfinding that causes the majority of the lag, so breaking the huge attack force into smaller groups should help. I think the AI builds too many farms early on, and doesn't use the natural food resources - which is where I got the head start.

    The AI may also have been restricted because of the new building placement rules. Do you use the svn build for your testing?

  2. So I just tried a match vs splitbot and I'm very impressed by how fast it was producing units. I was struggling to keep my unit count above the AI's until splitbot had around 150 units and then sent them towards my base. When his 150 citizen-soldier units walked into my army of 160 citizen-soldier units it all went crazy. Pity the lag made it unplayable.

    Excellent work lexa!

  3. Hi lexa,

    I'm receiving the following error when attempting to run a match against Splitbot:

    <p class="warning">WARNING: JavaScript warning: simulation/ai/splitbot/SplitBot.js line 2102
    anonymous function does not always return a value</p>
    <p class="warning">WARNING: JavaScript warning: simulation/ai/splitbot/SplitBot.js line 2138
    anonymous function does not always return a value</p>
    <p class="warning">WARNING: JavaScript warning: simulation/ai/splitbot/SplitBot.js line 2149
    anonymous function does not always return a value</p>
    <p class="warning">WARNING: JavaScript warning: simulation/ai/splitbot/SplitBot.js line 2189
    anonymous function does not always return a value</p>
    <p class="warning">WARNING: JavaScript warning: simulation/ai/splitbot/SplitBot.js line 2205
    anonymous function does not always return a value</p>
    <p class="warning">WARNING: JavaScript warning: simulation/ai/splitbot/SplitBot.js line 2236
    anonymous function does not always return a value</p>
    <p class="warning">WARNING: JavaScript warning: simulation/ai/splitbot/SplitBot.js line 2246
    anonymous function does not always return a value</p>
    <p class="error">ERROR: JavaScript error: simulation/ai/splitbot/SplitBot.js line 1
    ReferenceError: assignment to undeclared variable $estr
    @simulation/ai/splitbot/SplitBot.js:1</p>
    <p class="error">ERROR: Failed to load script simulation/ai/splitbot/SplitBot.js</p>

    I've tried it with Alpha5, and the latest svn build. Hope you know what it could be - I want the bot to defeat me too :D

  4. They even show us few games that would work with it, Civilisation V, Need for Speed, Star trek....They all new games, using 3D and need some good graphic cards, isn't it?

    So How come 0 A.D. doesn't work and these would?

    I just need some explanations.

    Unfortunately integrated graphics cannot compete. 0AD does 'work' on your laptop, and I'm sure Civ5 would also 'work' on it, but the question is how would it work. Here is some proof that it's not just 0AD.

  5. I refuse to hack around it anymore though, since the more we hack the harder it will be later when the engine bug is fixed and we have to go back and edit all of the meshes. So for now you may see some weird things happening with the garrison flags and things like that.

    I'm with you on that one. Adding garrison flags to buildings for Alpha 5 was incredibly frustrating.

    In the future we will be able to attach units onto other units while still allowing both to attack independently. The unit on top would rotate to face the enemy it's attacking - think archer in tower, or catapult on fortress.

  6. Added some decay - if a territory does not contain an entity with <TerritoryInfluence><Root>true</Root></TerritoryInfluence> (currently set on civ centers) belonging to the territory's associated player, then its border will flash and buildings within it will lose 20HP per second (see template_structure.xml) until they either die or come back into a civ-center-connected territory.

    Does it need an autobuild? I can't run either 0AD or Atlas from svn at the moment, I get this:

    Loading simulation script 'simulation/components/TerritoryDecay.js'

    ERROR: JavaScript error: simulation/components/TerritoryDecay.js line 74 Error: Registered component has unrecognised 'OnTerritoriesChanged' message handler method ()@simulation/components/TerritoryDecay.js:74

    Loading simulation script 'simulation/components/Timer.js'

    Loading simulation script 'simulation/components/TrainingQueue.js'

    Loading simulation script 'simulation/components/UnitAI.js'

    Loading simulation script 'simulation/components/UnitMotionFlying.js'

    CTerrainTextureManager::RecurseDirectory(art/textures/terrain/types/): no terrains.xml (or errors while loading) - using parent properties

    CTerrainTextureManager: Successfully loaded override xml art/textures/terrain/types/biome-desert/desert_city_tile_plaza.xml for texture art/textures/terrain/types/biome-desert/desert_city_tile_plaza.dds

    CTerrainTextureManager: Successfully loaded override xml art/textures/terrain/types/biome-desert/desert_rough.xml for texture art/textures/terrain/types/biome-desert/desert_rough.dds

    CTerrainTextureManager: Successfully loaded override xml art/textures/terrain/types/biome-mediterranean/medit_city_pavement.xml for texture art/textures/terrain/types/biome-mediterranean/medit_city_pavement.png

    CTerrainTextureManager: Successfully loaded override xml art/textures/terrain/types/biome-mediterranean/medit_city_tile.xml for texture art/textures/terrain/types/biome-mediterranean/medit_city_tile.dds

    CTerrainTextureManager: Successfully loaded override xml art/textures/terrain/types/biome-savanna/savanna_tile_a.xml for texture art/textures/terrain/types/biome-savanna/savanna_tile_a.png

    CTerrainTextureManager: Successfully loaded override xml art/textures/terrain/types/biome-temperate/temp_road_muddy.xml for texture art/textures/terrain/types/biome-temperate/temp_road_muddy.png

    CTerrainTextureManager: Successfully loaded override xml art/textures/terrain/types/special/blackness.xml for texture art/textures/terrain/types/special/blackness.dds

    CTerrainTextureManager::RecurseDirectory(art/textures/terrain/types/water/animation1/): no terrains.xml (or errors while loading) - using parent properties

    CTerrainTextureManager::RecurseDirectory(art/textures/terrain/types/water/animation2/): no terrains.xml (or errors while loading) - using parent properties

    CTerrainTextureManager: Successfully loaded override xml art/textures/terrain/types/water/corral_c.xml for texture art/textures/terrain/types/water/corral_c.dds

    CTerrainTextureManager: Successfully loaded override xml art/textures/terrain/types/water/ocean_rock_a.xml for texture art/textures/terrain/types/water/ocean_rock_a.dds

    CTerrainTextureManager: Successfully loaded override xml art/textures/terrain/types/water/ocean_rock_b.xml for texture art/textures/terrain/types/water/ocean_rock_b.dds

    CTerrainTextureManager: Successfully loaded override xml art/textures/terrain/types/water/ocean_rock_deep.xml for texture art/textures/terrain/types/water/ocean_rock_deep.dds

    CTerrainTextureManager: Successfully loaded override xml art/textures/terrain/types/water/water_1.xml for texture art/textures/terrain/types/water/water_1.dds

    CTerrainTextureManager: Successfully loaded override xml art/textures/terrain/types/water/water_2.xml for texture art/textures/terrain/types/water/water_2.dds

    CTerrainTextureManager: Successfully loaded override xml art/textures/terrain/types/water/water_3.xml for texture art/textures/terrain/types/water/water_3.dds

    ERROR: CXeromyces: Parse error: structures/hele_civil_centre:1: Expecting an element Weight, got nothing

    ERROR: CXeromyces: Parse error: structures/hele_civil_centre:1: Invalid sequence in interleave

    ERROR: CXeromyces: Parse error: structures/hele_civil_centre:1: Element TerritoryInfluence failed to validate content

    ERROR: RelaxNGValidator: Validation failed

    ERROR: Failed to load entity template 'structures/hele_civil_centre'

    ERROR: CXeromyces: Parse error: structures/iber_civil_centre:1: Expecting an element Weight, got nothing

    ERROR: CXeromyces: Parse error: structures/iber_civil_centre:1: Invalid sequence in interleave

    ERROR: CXeromyces: Parse error: structures/iber_civil_centre:1: Element TerritoryInfluence failed to validate content

    ERROR: RelaxNGValidator: Validation failed

    ERROR: Failed to load entity template 'structures/iber_civil_centre'

  7. And now I have a question: is it possible to accelerate time for testing the bot? I do not need the rendering during the "acceleration"..

    You can also 'time warp'. When in-game hit Shift-D to open the developer overlay window, select 'Enable time warp', then just hold down space to fast-forward the game.

  8. @Pureon

    I really love the docks of Carthage :). 2 minor comments: The 'inside' of the port looks a bit empty - I mean: there is no pier inside connecting the different quays.

    Once the Carthaginian navy is finished I might look at adding some eyecandy inside the super dock. I agree it doesn't look great when you can see all the way through.

  9. Yep that was discussed in the Build Limits / Restrictions topic. We've discussed this further on IRC and the guys are now working on a placement restriction similar to what you describe. Some maps, like Belgian bog, do not often have a coastline on which the building can sit (it's a marsh/bog thing), so this needs to be worked out. Also some docks are much larger than others (see super_dock on svn), so this makes placement even trickier.

    See here for some further discussion.

  10. :( I wish they'd only block the video's audio, and not the entire thing.

    Oh, and I really love the new Carthaginian docks. The "Super Dock" is going to be the Special Building for Carthage? (they lack one currently in the DD) Or "just" a editor building? If the first, what are it's advantages over a common dock?

    I think I'll let Mythos answer that question. I've currently made the super dock buildable in-game by citizen soldiers, however our new dock building restrictions prevent it from being built, but we're working on that. I've said too much ;)

  11. I don't see how it's textures are so different to other ships, if anything my Celt ship textures are the most incongruous.

    0ADmerchantships.jpg

    However, the guys are working on a new navy for the Carthaginians and this probably will include updates to the textures.

    I was researching the harbour in Carthage last week and came across this fine reconstruction:

    There are also some other interesting videos on that channel.

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