chaosislife Posted June 8, 2011 Report Share Posted June 8, 2011 Should prolly put some work into just where it builds it's towers as it keeps building them all willy nilly behind the civ center instead of in defensive positions. I imagine figuring out how to tell it to take advantage of hills and passes would be difficult, but could you get it to at least build them in something like a square around the civ center? Quote Link to comment Share on other sites More sharing options...
Jubalbarca Posted June 14, 2011 Author Report Share Posted June 14, 2011 Progress is genuinely occurring now, in bits and bobs. Quote Link to comment Share on other sites More sharing options...
feneur Posted June 14, 2011 Report Share Posted June 14, 2011 Progress is genuinely occurring now, in bits and bobs. Ooh Looking forward to getting beat by your next version =) Quote Link to comment Share on other sites More sharing options...
k776 Posted June 14, 2011 Report Share Posted June 14, 2011 Some speed boosts would be nice. 4 AI = slow game :-(Not sure if that's because of the AI system or specifically JuBot though.But any caching you can do would help. Quote Link to comment Share on other sites More sharing options...
Jubalbarca Posted June 14, 2011 Author Report Share Posted June 14, 2011 It'll still be a while before that, it's going to be a lot of work for little obvious gain getting these building algorithms sorted. That said, it's vital for the econ to keep up with that of a human. Quote Link to comment Share on other sites More sharing options...
chaosislife Posted June 28, 2011 Report Share Posted June 28, 2011 Could you just set it up that the AI will maintain one mill near each standing metal or stone mine? That would likely be enough to boost them in the right direction even if they literally build one near every mine on the map. Plus its easier than calculating what constitutes a forest for the purpose of building mills near wood sources and it would be odd if they built a mill just to harvest one tree. Quote Link to comment Share on other sites More sharing options...
plumo Posted July 3, 2011 Report Share Posted July 3, 2011 (edited) "Building directions now 100% random"I don't think it is a good idea, to be honest. It quickly looks like a disorganized mess of buildings. My proposal (for Hellenes in this specific case) is to define the directions upon the direction of the ( main) roof of the civil centre. This shouldnt be done for all buildings of course, but worth a try maybe.(If I'm not making sense i ll try to add a screenshot) Edited July 3, 2011 by plumo Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted July 3, 2011 Report Share Posted July 3, 2011 I think to look nice, the "front" of buildings should point to the bottom right of the screen. This is how we've modeled the buildings to look.Buildings should generally point this direction (except the Dock of course, which should point perpendicular to the shoreline), maybe within a 10 degree variance.EDIT: Hehe, the Jubot yesterday made TONS of Mills along the back side of the map (and didn't make any Towers at all). I rolled in with my armies and slaughtered them like cattle on festival day! Quote Link to comment Share on other sites More sharing options...
Jubalbarca Posted July 4, 2011 Author Report Share Posted July 4, 2011 In theory, I've stopped them building masses of mills at the back now. Can I have as much testing data as possible on bugs? I suspect there may be several left, not to mention slownesses due to bad optimisation. Quote Link to comment Share on other sites More sharing options...
chaosislife Posted July 4, 2011 Report Share Posted July 4, 2011 (edited) I keep getting this one sort of randomly :ERROR: JavaScript error: simulation/ai/jubot/military.js line 745 TypeError: targetPos is undefined ([object Object],[object Object])@simulation/ai/jubot/military.js:745 ()@simulation/ai/jubot/jubot.js:115 ([object Object])@simulation/ai/common-api/base.js:90 No clue on how to cause it. I suppose it could be related to the new helepolis since I'm playing with that alot, trying to figure out how to produce the error I keep getting about it's arrows not firing or somesuch. Edited July 4, 2011 by chaosislife Quote Link to comment Share on other sites More sharing options...
Jubalbarca Posted July 4, 2011 Author Report Share Posted July 4, 2011 That's very odd, I've never had a problem with that section of code and it's had no recent edits... anyone else getting this? Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted July 4, 2011 Report Share Posted July 4, 2011 Might want to align buildings with the starting civil center if there is one, otherwise default to the current angle. Quote Link to comment Share on other sites More sharing options...
Jubalbarca Posted July 4, 2011 Author Report Share Posted July 4, 2011 Aligning with the CC would be very tough, as I have no idea how to backwards-extract the angle. I've put an update in which should make a default angle for now anyway. Quote Link to comment Share on other sites More sharing options...
Pureon Posted July 4, 2011 Report Share Posted July 4, 2011 I keep getting this one sort of randomly :ERROR: JavaScript error: simulation/ai/jubot/military.js line 745 TypeError: targetPos is undefined ([object Object],[object Object])@simulation/ai/jubot/military.js:745 ()@simulation/ai/jubot/jubot.js:115 ([object Object])@simulation/ai/common-api/base.js:90 No clue on how to cause it. I suppose it could be related to the new helepolis since I'm playing with that alot, trying to figure out how to produce the error I keep getting about it's arrows not firing or somesuch.None of those files are referenced by the siege tower, so it's not that. The siege tower does however produce a BuildingAI.js error if used a lot (at least it does for me). Quote Link to comment Share on other sites More sharing options...
chaosislife Posted July 4, 2011 Report Share Posted July 4, 2011 (edited) None of those files are referenced by the siege tower, so it's not that. The siege tower does however produce a BuildingAI.js error if used a lot (at least it does for me).yeah thats the one I'm getting, it also apears that i get the shots from the tower coming at the enemy from off-screen occasionally. Well actually it is if it looks like this :ERROR: Error in timer on entity 5065, IID 35, function FireArrows: TypeError: Engine.QueryInterface(target, IID_Position) is null ("Ranged",5491)@simulation/components/Attack.js:160 ([object Object],0)@simulation/components/BuildingAI.js:159 ([object Object])@simulation/components/Timer.js:89 Edited July 4, 2011 by chaosislife Quote Link to comment Share on other sites More sharing options...
Chakakhan Posted July 5, 2011 Report Share Posted July 5, 2011 Hi Jubal,Philip, Brian and I were profiling the simulation code at startup to see what was slowing things down. It seems the idle villi code is at least part of the problem. I went into a little more detail on the ticket #888.Cheers! Quote Link to comment Share on other sites More sharing options...
chaosislife Posted July 5, 2011 Report Share Posted July 5, 2011 (edited) Perhaps, for clarity's sake, we should say lagging instead of slow or that the code is slowing things down? Lag is generally understood by gamers to mean a drastic performance decrease. It could be understood that we're talking about the rate of military and economic growth by the AI otherwise.Oh also, I'm not certain that the enemies standing idle is directly related to the recent lag. As I've seen it in the past if the enemy has several gatherers that seem to be standing around in a group it does create lag, but the lag is most likely due to either pathing or perhaps something more directly to do with them not being able to get at the resource that's off the edge of the map. My units do it all the time too. Perhaps something could be figured out to make them skip resources they can't actually get close enough to to gather. Either that or something in the editor that calculates and removes unattainable resources? Edited July 5, 2011 by chaosislife Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted July 5, 2011 Report Share Posted July 5, 2011 He meant the process of finding the idle units, not simply idle units. Quote Link to comment Share on other sites More sharing options...
chaosislife Posted July 7, 2011 Report Share Posted July 7, 2011 Ok, haven't noticed any more obvious lag issue but :ERROR: JavaScript error: simulation/ai/common-api/utils.js line 3 TypeError: a is undefined VectorDistance((void 0),[object Array])@simulation/ai/common-api/utils.js:3 ([object Object],"4529",[object Object])@simulation/ai/jubot/economy.js:450 ((function (centre) {'use strict';if (centre.hasClass("CivCentre")) {var centrePosition = centre.position();var currentdistcheck = VectorDistance(supply.position, centrePosition);if (currentdistcheck < distcheck) {distcheck = currentdistcheck;}}}))@simulation/ai/common-api/entitycollection.js:99 ([object Object],1128,[object Array])@simulation/ai/jubot/economy.js:446 ([object Object],"5122",[object Object])@simulation/ai/jubot/economy.js:440 ((function (ent) {'use strict';var types = self.pickMostNeededResources(gameState);for each (var type in types) {if (!resourceSupplies[type]) {continue;}var workerPosition = ent.position();var supplies = [];resourceSupplies[type].forEach(function (supply) {if (supply.entity.isUnhuntable()) {return;}var distcheck = 1000000;g...Joy, eh? Quote Link to comment Share on other sites More sharing options...
gudo Posted July 7, 2011 Report Share Posted July 7, 2011 Hmmm... You're not using the modified common api's that rootbot uses are you? Quote Link to comment Share on other sites More sharing options...
chaosislife Posted July 8, 2011 Report Share Posted July 8, 2011 Hmmm... You're not using the modified common api's that rootbot uses are you?No, I make different directories for testing things that aren't in the actual svn. I figure I've got 500 gigs for some reason right? Quote Link to comment Share on other sites More sharing options...
lexa Posted July 12, 2011 Report Share Posted July 12, 2011 Hi I try to make my 1st contribution in AI scripting.Would you have some tips and tricks? Especially for testing, reproducing scenarios?And any clue about where to find the up to date API for javascript scripting? I still looking for all the methods of the Entity class, like move or setMetaData...Thank you in advance,Bye Quote Link to comment Share on other sites More sharing options...
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