Once trade is in qbot should definitely use that though, I'd say that should be higher priority. Both because that actually produces resources (compared to barter which just converts them to get you out of a tricky situation etc) and because it would be great for interacting with other players in a non-combat way (and even if you're not allied with qbot trade routes would be either a nice target or at the very least they'd make the map more alive
qBot (yet another AI)
#121
Posted 06 December 2011 - 12:21 AM
Once trade is in qbot should definitely use that though, I'd say that should be higher priority. Both because that actually produces resources (compared to barter which just converts them to get you out of a tricky situation etc) and because it would be great for interacting with other players in a non-combat way (and even if you're not allied with qbot trade routes would be either a nice target or at the very least they'd make the map more alive
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
Support Wildfire Games!
#122
Posted 06 December 2011 - 12:21 AM
Some possible additions:
- Place foundations in safe areas - It shouldn't place new foundations where the enemy has already destroyed multiple building attempts.
- Long range siege defense - It should be able to defend itself better against rock throwers.
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#123
Posted 06 December 2011 - 11:30 AM
I'm a programmer, and took a look at the JS. Although there where lots of comments in the code, I still got comfused. My main question was "What is calling these functions and when?"
I can't promise anything, but I like this game and if I will have the knowledge and time I might contribute something.
Thanks
#124
Posted 06 December 2011 - 11:53 AM
iap, on 06 December 2011 - 11:30 AM, said:
I'm a programmer, and took a look at the JS. Although there where lots of comments in the code, I still got comfused. My main question was "What is calling these functions and when?"
I can't promise anything, but I like this game and if I will have the knowledge and time I might contribute something.
Thanks
A little while back I wrote https://github.com/q...ucture-Overview which is a summary of how qBot works. I scanned over it quickly and it all seems to still be accurate although some new parts of the code aren't mentioned. If you are confused by any parts (which is pretty likely, given my documentation) please ask further questions.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#125
Posted 08 December 2011 - 10:40 PM
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#126
Posted 09 December 2011 - 12:20 AM
historic_bruno, on 08 December 2011 - 10:40 PM, said:
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
Support Wildfire Games!
#127
Posted 09 December 2011 - 10:25 AM
Right now, qBot garrisons all of its females and a lot of its soldiers whenever I send only a few soldiers into its base. This cripples qBot economically, as the units will remain garrisoned as long as I have my little raiding party in its base. Secondly, if a garrisonable building is already full, females will continue to crowd around this building and wait to be slaughtered by my men. Both behaviors are extremely damaging to the qBot player.
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
#128
Posted 09 December 2011 - 10:40 AM
Mythos_Ruler, on 09 December 2011 - 10:25 AM, said:
Right now, qBot garrisons all of its females and a lot of its soldiers whenever I send only a few soldiers into its base. This cripples qBot economically, as the units will remain garrisoned as long as I have my little raiding party in its base. Secondly, if a garrisonable building is already full, females will continue to crowd around this building and wait to be slaughtered by my men. Both behaviors are extremely damaging to the qBot player.
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#129
Posted 09 December 2011 - 07:24 PM
Mythos_Ruler, on 09 December 2011 - 10:25 AM, said:
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#130
Posted 09 December 2011 - 08:44 PM
The eventual plan for soldiers will be to have them garrison if the enemy is close to a defensive structure, and ungarrison as soon as the enemy move out of range. To make this effective the soldiers should try not to engage defensively until the enemy is threatening something vital but this is fairly long term. For now I guess removing garrisoning would be best in general.
Another thing which should help will be dynamic priorities, then the AI will train more troops if you have lots of troops, so it should be easier to fend off attacks. This will help defence but isn't directly relevant to garrisoning.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#131
Posted 09 December 2011 - 09:01 PM
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#132
Posted 11 December 2011 - 09:31 PM
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#133
Posted 12 December 2011 - 09:59 PM
Pureon, on 11 December 2011 - 09:31 PM, said:
Thanks, this should now be fixed.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#134
Posted 15 December 2011 - 11:05 PM
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#135
Posted 16 December 2011 - 01:16 AM
WARNING: JavaScript warning: simulation/ai/qbot/economy.js line 290 reference to undefined property supplies[resource]
(Also check out the weird unit movement of the AI on that map
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#136
Posted 16 December 2011 - 10:48 AM
historic_bruno, on 16 December 2011 - 01:16 AM, said:
WARNING: JavaScript warning: simulation/ai/qbot/economy.js line 290 reference to undefined property supplies[resource]
(Also check out the weird unit movement of the AI on that map
I think the warning is because there is no food on that map, I have added another check for that.
When I watch it the movement didn't seem especially strange. It isn't very clever at moving/fighting though, I never really designed it to handle that many troops. One thing which might look slightly strange is that when the formations stops it is actually told to move to its current position, this can lead to some units running back to reform the formation.
Edit: I think I have fixed Pureons error, I have been making fairly extensive changes to that section of the code so I can't commit it immediately though.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#137
Posted 17 December 2011 - 03:00 PM
This will be a hectic month for me, work, work and moar work
#138
Posted 17 December 2011 - 04:46 PM
infyquest, on 17 December 2011 - 03:00 PM, said:
This will be a hectic month for me, work, work and moar work
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#139
Posted 17 December 2011 - 08:34 PM
infyquest, on 17 December 2011 - 03:00 PM, said:
This will be a hectic month for me, work, work and moar work
Hopefully you have a bit of time off over Christmas and it goes well. I'll look forward to having you back working on qBot
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#140
Posted 17 December 2011 - 10:11 PM
Garrisoning is disabled for now because of the issues it was causing and the defence should generally behave a bit better now, it seemed to have a few quirks before.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users












