No AI Response
#1
Posted 24 June 2012 - 07:11 PM
Random (Not Campaign)
- Map (Deep Forest) - Please note that there was ABSOLUTELY NO WATER on this map.
- Map Size (Small) - 2 players
- Conquest,
Reveal Map [Enabled]
Team Lock [Enabled]
___________________________
Player 1 (Spartans)
Player 2 (Persians) - Qbot
- Details
37 Minutes into the game I decided to go ahead and destroy him since I had my base fully built, militia was well produced, and walls set up.
Throughout all the game all he had produced was.
8 Buildings ( 4 Houses, 1 Market, 3 Towers )
And only had 5 Units created, while I killed 13.
- Problem
Obviously the problem is the AI isn't responding very well on this map, it will kinda poop itself and sit there and waits to be changed.
No..
AnIMaTE LiFE
[system]
#2
Posted 25 June 2012 - 12:22 AM
It's just a bug in the Deep Forest script, I'll create a ticket for this. Thanks for reporting it
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#3
Posted 25 June 2012 - 02:29 AM
#5
Posted 26 June 2012 - 01:06 AM
Pureon, on 25 June 2012 - 09:33 AM, said:
Not in this case, at least
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#6
Posted 26 June 2012 - 09:38 AM
historic_bruno, on 25 June 2012 - 12:22 AM, said:
It's just a bug in the Deep Forest script, I'll create a ticket for this. Thanks for reporting it
Hm, yes, my fault. I noticed that before but didn't think that would cause problems. I'll fix it...
The random map script takes care of no entities are outside the walkable map.
Edited by FeXoR, 26 June 2012 - 09:40 AM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#7
Posted 27 June 2012 - 10:50 AM
Pureon, on 25 June 2012 - 09:33 AM, said:
Working out if they can access a resource is tricky. I think I will need to monitor units trying to gather and set a time out value so the resource is marked as inaccessible if they have been trying to reach it for too long without managing to gather from it.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#8
Posted 27 June 2012 - 10:53 AM
quantumstate, on 27 June 2012 - 10:50 AM, said:
Can't AI use pathfinding? In the end, we probably need it if we are going to add naval support.
Wildfire Games Random Map Designer, Low-level Programmer
Contact me: myops37@yahoo.com
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#9
Posted 27 June 2012 - 11:07 AM
Spahbod, on 27 June 2012 - 10:53 AM, said:
The AI doesn't have access to sufficiently detailed pathfinding information currently. The AI will need access to the standard pathfinder otherwise there will always be small inconsistency bugs, I am not sure how feasible this will be, Philip could probably say.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#10
Posted 27 June 2012 - 11:15 AM
quantumstate, on 27 June 2012 - 10:50 AM, said:
I think this should be inside the unit AI. It should give back some "unreachable target" signal/state IMO.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#11
Posted 28 June 2012 - 03:08 AM
No..
AnIMaTE LiFE
[system]
#12
Posted 28 June 2012 - 04:12 AM
quantumstate, on 27 June 2012 - 10:50 AM, said:
quantumstate, on 27 June 2012 - 11:07 AM, said:
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#13
Posted 28 June 2012 - 07:38 AM
FeXoR, on 27 June 2012 - 11:15 AM, said:
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.
#14
Posted 28 June 2012 - 08:57 AM
In the first match, Athenians vs. Celts on Continent, Qbot only had about 30 units, while I had about 200 units, including an army of 40 hoplites, 20 peltasts, and 20 militia, and only lost 4 hoplites in the assault.
In the second match, Spartans vs. Persians on Continent, Qbot had a similar number of units to last time, while I again had about 200 units, including an army of 30 hoplites and 30 skirmishers, and only lost 3 hoplites and a skirmisher in the assault.
"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
#15
Posted 03 July 2012 - 02:28 AM
#16
Posted 05 July 2012 - 10:53 PM
quantumstate, on 27 June 2012 - 11:07 AM, said:
I noticed http://trac.wildfire...changeset/12074 - is this marking the target resource as globally, permanently inaccessible? What if a few gatherers are (temporarily) trapped but any other unit could reach it? And is this inaccessibility data updated/invalidated at some point?
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#17
Posted 06 July 2012 - 05:10 PM
historic_bruno, on 05 July 2012 - 10:53 PM, said:
This is permanent, each AI acts independently. Normally this will only occur when a unit spends 4 minutes trying to reach a resource and it only triggers if none of the resource has been gathered. I think it will be very rare for false positives to occur.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
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