If only the palisades can be turned into firewall where units can go through but receive damage.
Wall Creation
#21
Posted 17 April 2012 - 12:15 AM
If only the palisades can be turned into firewall where units can go through but receive damage.
Fried Banana, Steamed Banana, Banana Kolak, Nagasari, Banana Ceriping, and still many more delicious banana based cuisine.
#22
Posted 18 April 2012 - 02:12 AM
#23
Posted 18 April 2012 - 03:46 AM
Lion.Kanzen, on 18 April 2012 - 02:36 AM, said:
the hash number is good.
Thanks howlingflute! looks awesome!
#25
Posted 18 April 2012 - 09:02 AM
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion a.k.a. Zachary Skaggs
#26
Posted 18 April 2012 - 02:20 PM
Lion.Kanzen, on 18 April 2012 - 12:58 PM, said:
It isn't in svn yet. If you want to test it you will have to apply the WIP patch from http://trac.wildfire....com/ticket/786 and recompile the game.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#27
Posted 18 April 2012 - 02:43 PM
#28
Posted 18 April 2012 - 04:45 PM
What is harder is detecting the presence of walled in buildings.
Note: the AOE3 AI actually can build walls, even fairly well, it's only deactivated (it's in one of the scripts. ) because it won't try to rebuild broken walls I think (which comes back to my second point: being aware of the wall is harder than actually building it).
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#29
Posted 18 April 2012 - 05:19 PM
wraitii, on 18 April 2012 - 04:45 PM, said:
You could do that with an abstract alignment saved in the AI. I did something similar to this in the rmgen wall_builder lib in getWallAlignment. In my case I needed it to determine the center (center of mass) of a given fortress to place it right. It simply does the same as a place function would do but instead of placing each wall element it puts everything needed for placement into a data structure and returns it. If you'd save such an alignment you could check if a part of the wall is missing and rebuild it correctly. Of cause the AI API have to support rotation for building placement...
Edited by FeXoR, 19 April 2012 - 10:57 AM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#30
Posted 19 April 2012 - 06:48 AM
The problem with walls is actually two-folds: walls that pre-exist must be "discovered", I'm thinking of the Iberians now in scenarios... In that case, the AI must learn there are walls. And we need a way for the AI to rebuild destroyed walls/disband and rebuild larger if needed. It's certainly possible, it just requires some work. Then again, not more so than a proper attack system.
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#31
Posted 19 April 2012 - 11:00 AM
wraitii, on 19 April 2012 - 06:48 AM, said:
Edited by FeXoR, 19 April 2012 - 11:01 AM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#32
Posted 19 April 2012 - 11:12 AM
FeXoR, on 19 April 2012 - 11:00 AM, said:
Yes, the AI gets information about every entity in the game. I not sure that rotation is there currently but it could easily be added. What is more tricky is actually using this information sensibly.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#33
Posted 19 April 2012 - 12:09 PM
Also: I hope that walls will be expensive and will take a while to build, unlike in the age of series, where it was easier and faster to build a new wall than to repair your damaged walls...
When stone walls take a while to build, it will give palissades a lot more of importance, even in later phases of a game.
0 A.D. Community Liaison
Contact email: plumo@wildfiregames.com
#34
Posted 19 April 2012 - 12:56 PM
plumo, on 19 April 2012 - 12:09 PM, said:
Also: I hope that walls will be expensive and will take a while to build, unlike in the age of series, where it was easier and faster to build a new wall than to repair your damaged walls...
When stone walls take a while to build, it will give palissades a lot more of importance, even in later phases of a game.
The time to build a structure and the time to repair a structure should indeed be the same I think. In fact it should depend on the materials needed to build an entity IMO so the build time would be something like (0.7*foodCost + 0.9*woodCost + 1.2*stoneCost + 1.5*mettalCost)/2 seconds. Same with the maximum hitpoints (structural points/life). It could be something like (1.3*foodCost + 0.7*woodCost + 1.5*stoneCost + 0.5*metalCost)/2. Same with the armor. It could be (0.1*foodCost + 0.5*woodCost + 0.9*stoneCost + 1.9*metalCost)/10 and distributed with another function as seen fit for this unit type. This would allow to balance things easily but I think I run into great opposition with that...
In this case palisades would indeed be build faster.
However, the advantage of walls in the age series didn't match the worth. I never build one because a fortress had a much better price/effect ratio and stone was the most limited resource (at least in AoE II - AoK/AoQ).
Edited by FeXoR, 19 April 2012 - 01:09 PM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#35
Posted 19 April 2012 - 01:49 PM
Pureon, on 09 April 2012 - 09:10 PM, said:
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#36
Posted 19 April 2012 - 03:40 PM
#37
Posted 19 April 2012 - 05:15 PM
Wijitmaker, on 19 April 2012 - 01:49 PM, said:

The red line here is at ground level:
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#38
Posted 19 April 2012 - 05:37 PM
Wildfire Games CFO, retired artist
Contact me: jason@wildfiregames.com
Support Wildfire Games!!!
#39
Posted 19 April 2012 - 05:57 PM
Is it possible to make the walls like the chinese wall? I hope you get what I mean. Instead of pieces of wall that "dont fit", a smooth wall.
0 A.D. Community Liaison
Contact email: plumo@wildfiregames.com
#40
Posted 19 April 2012 - 06:01 PM
plumo, on 19 April 2012 - 05:57 PM, said:
Is it possible to make the walls like the chinese wall? I hope you get what I mean. Instead of pieces of wall that "dont fit", a smooth wall.
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users












