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From: SourceForge.net <no...@so...> - 2005-08-06 18:48:49
|
Feature Requests item #1252895, was opened at 2005-08-05 20:53 Message generated for change (Comment added) made by matthewskala You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1252895&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: General Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 5 Submitted By: Matthew Skala (matthewskala) Assigned to: Nobody/Anonymous (nobody) Summary: Can't create starving unit Initial Comment: This is an odd one: it appears that you can't create a unit (by ACP-independent or ACP-consuming construction, it doesn't matter) if the newly created unit would be in a state of starvation. It is possible that it's actually the "completion" action, not "creation", that's the problem. I noticed it on units which ought to be completed in a single action. Attached game file demonstrates it. Attempt to create a second army, and your turn ends without a new one being created. Try again, and the game will run out of control. Looks like it may be a plan-related issue, since the creating unit seems to become "busy" in some way (thus the turn ending). If you comment out the last time (the one that causes starvation), everything works fine. Another guess would be that maybe somehow the "starvation check" code is being run before the unit's HP are set, but I haven't been able to catch that actually happening in the debugger. I know this worked circa March 2005, which is the last time I looked at my XcCity game; it seems to have been broken by some update between then and now. ---------------------------------------------------------------------- >Comment By: Matthew Skala (matthewskala) Date: 2005-08-06 14:48 Message: Logged In: YES user_id=1167698 That explanation seems applicable to the case where a starving unit is creating another starving unit, but (although my first example game file is a situation where both units are starving) the problem seems to be based on whether the unit *under construction* is starving, not whether the unit *doing the construction* is starving. I get the same problem when a non-starving unit is creating a starving unit, and I don't get it when a starving unit is creating a non-starving unit. See attached game file. Armor doesn't starve, armies do. Both of them can create armor, and neither of them can create armies. I don't get why the starvation status of the under-construction unit should affect the planning for the constructing unit, but if it does, I wonder if it would be possible to code a work-around to override this behaviour when the constructing unit is one that can never move - or even whenever the task in question is a non-movement task. I agree that there are problems with the current low-supply behaviour, but I'd think the current behaviour only even sort of makes sense when it's dealing with fuel-based movement. Another possible workaround which I may be able to implement on the GDL level, and will investigate, would be changing the supply levels so that these units never go low-supply even when they are starving. I don't approve (and I imagine you don't either) of making the low-supply levels hard determiners of what actions are possible at all, but in the particular instance I think I could get away with setting them to zero or less without breaking other things. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-08-06 14:21 Message: Logged In: YES user_id=1158352 The passive plan (which is responsible for executing tasks that the player has set), checks to see if supply is low. If an unit is not already headed for resupply, and the supply alarm is in the set state, then the supply alarm is unset and the task agenda is cleared. This wipes out the construction task the first time. Now, the second time you set a construction task, the supply alarm is in the unset state, and so construction attempts to proceed. This may seem odd, but consider the case of an unit moving to some point. Along the way, it reaches a low supply state, and the supply alarm is set. This halts its movement to the destination point. In order to proceed, the user must reissue the order to continue to the destination point, because the task agenda was cleared when the movement was interrupted by the passive plan. You can think of the movement halt as being a prompt, "do you really want to continue?", and the reissued order as being an override, "yes, I really do want to continue (or do something else, such as head to a resupply point)". On the one hand, this behavior is a really annoying PITA, when you are trying to, say, fly an aircraft from one far way base to another, and have enough fuel to get between the two points, but the points are farther apart than the "midpoint" or turnaround radius for refueling. (It also can seem like a bug in certain circumstances; witness the bug report that prompted this discussion.) On the other hand, this prevents the player from accidentally crashing his/her unit by giving orders to fly too far. I wish to note that I was not the one who designed this "feature", and I certainly think that we could be doing better. Here are some of the things I think we could be doing better: (1) If an unit is obviously headed towards a desination that is capable of resupplying the material it is low on, then the supply alarm should not be set. This would allow long distance movement between two resupply points to proceed uninterrupted by crossing the turnaround radius. However, this seems to be a potentially complicated issue as another critical supply may become low further along the path, and if the destination cannot resupply the second material, it may be too late to turn back (assuming the origin could have resupplied the second material). (2) There should be a side notification indicating that the task at hand was interrupted due to reaching a low supply condition. This would help prevent confusion such as what led to this bug report. (3) Ultimately, the 'waiting-for-tasks' flag should be set _without_ clearing the task agenda. This would (with appropriate UI controls in place) allow an user to resume a task that was suspended due to the supply alarm being set, __without the need to reissue an order to create the task anew. I think I can do something about (2) now, but (1) and (3) will have to await until the appropriate time comes to deal with them. ---------------------------------------------------------------------- Comment By: Matthew Skala (matthewskala) Date: 2005-08-06 12:41 Message: Logged In: YES user_id=1167698 Sorry, I think I selected the file to upload but forgot the check the "attach this file" check box. Here it is. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-08-06 10:53 Message: Logged In: YES user_id=1158352 The save file seems not to be attached to this tracker entry. If you can provide it, I would be very interested in fixing the problem. Thanks. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1252895&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-08-06 18:21:17
|
Feature Requests item #1252895, was opened at 2005-08-06 00:53 Message generated for change (Comment added) made by eric_mcdonald You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1252895&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: Game Engine: General >Group: pre-7.5 CVS / prerelease Status: Open Resolution: None >Priority: 5 Submitted By: Matthew Skala (matthewskala) Assigned to: Nobody/Anonymous (nobody) Summary: Can't create starving unit Initial Comment: This is an odd one: it appears that you can't create a unit (by ACP-independent or ACP-consuming construction, it doesn't matter) if the newly created unit would be in a state of starvation. It is possible that it's actually the "completion" action, not "creation", that's the problem. I noticed it on units which ought to be completed in a single action. Attached game file demonstrates it. Attempt to create a second army, and your turn ends without a new one being created. Try again, and the game will run out of control. Looks like it may be a plan-related issue, since the creating unit seems to become "busy" in some way (thus the turn ending). If you comment out the last time (the one that causes starvation), everything works fine. Another guess would be that maybe somehow the "starvation check" code is being run before the unit's HP are set, but I haven't been able to catch that actually happening in the debugger. I know this worked circa March 2005, which is the last time I looked at my XcCity game; it seems to have been broken by some update between then and now. ---------------------------------------------------------------------- >Comment By: Eric McDonald (eric_mcdonald) Date: 2005-08-06 18:21 Message: Logged In: YES user_id=1158352 The passive plan (which is responsible for executing tasks that the player has set), checks to see if supply is low. If an unit is not already headed for resupply, and the supply alarm is in the set state, then the supply alarm is unset and the task agenda is cleared. This wipes out the construction task the first time. Now, the second time you set a construction task, the supply alarm is in the unset state, and so construction attempts to proceed. This may seem odd, but consider the case of an unit moving to some point. Along the way, it reaches a low supply state, and the supply alarm is set. This halts its movement to the destination point. In order to proceed, the user must reissue the order to continue to the destination point, because the task agenda was cleared when the movement was interrupted by the passive plan. You can think of the movement halt as being a prompt, "do you really want to continue?", and the reissued order as being an override, "yes, I really do want to continue (or do something else, such as head to a resupply point)". On the one hand, this behavior is a really annoying PITA, when you are trying to, say, fly an aircraft from one far way base to another, and have enough fuel to get between the two points, but the points are farther apart than the "midpoint" or turnaround radius for refueling. (It also can seem like a bug in certain circumstances; witness the bug report that prompted this discussion.) On the other hand, this prevents the player from accidentally crashing his/her unit by giving orders to fly too far. I wish to note that I was not the one who designed this "feature", and I certainly think that we could be doing better. Here are some of the things I think we could be doing better: (1) If an unit is obviously headed towards a desination that is capable of resupplying the material it is low on, then the supply alarm should not be set. This would allow long distance movement between two resupply points to proceed uninterrupted by crossing the turnaround radius. However, this seems to be a potentially complicated issue as another critical supply may become low further along the path, and if the destination cannot resupply the second material, it may be too late to turn back (assuming the origin could have resupplied the second material). (2) There should be a side notification indicating that the task at hand was interrupted due to reaching a low supply condition. This would help prevent confusion such as what led to this bug report. (3) Ultimately, the 'waiting-for-tasks' flag should be set _without_ clearing the task agenda. This would (with appropriate UI controls in place) allow an user to resume a task that was suspended due to the supply alarm being set, __without the need to reissue an order to create the task anew. I think I can do something about (2) now, but (1) and (3) will have to await until the appropriate time comes to deal with them. ---------------------------------------------------------------------- Comment By: Matthew Skala (matthewskala) Date: 2005-08-06 16:41 Message: Logged In: YES user_id=1167698 Sorry, I think I selected the file to upload but forgot the check the "attach this file" check box. Here it is. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-08-06 14:53 Message: Logged In: YES user_id=1158352 The save file seems not to be attached to this tracker entry. If you can provide it, I would be very interested in fixing the problem. Thanks. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1252895&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-08-03 01:34:29
|
Feature Requests item #1250709, was opened at 2005-08-02 14:34 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1250709&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: Combat Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 5 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: occupant-adds-damage Initial Comment: As well as occupant-multiplies damage, this seems like a natural addition. If the table itself honored dice specs, it would open the door to weapons. It would also open the door to an alternate attribute system, as such: (table occupant-adds-damage (Low-Strength u* -2) (High-Strength u* 3) (Giant-Strength u* 6) (Titan-Strength u* 10) (Demigod-Strength u* 15) ) Or somesuch. It would need to be cumulative, which raises issues with a unit having multiple weapons, but there are easy workarounds regarding this problem using capacity. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1250709&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-08-03 01:28:55
|
Feature Requests item #1250707, was opened at 2005-08-02 14:28 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1250707&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: Movement Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 5 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: occupant-overrides-mp-to-enter Initial Comment: This table would charge a unit the movement cost charged to that unit's occupant for various terrain. This is most obviously an item or system unit implementation, so that special sails, mountain-climbing or desert-survival gear would change a unit's ability to move in and out of terrain. If set to true, then the cost for u1 to enter any terrain would be the cost of u2 to enter that terrain. This is a cumbersome approach, with immediately obvious issues (What if I have a unit equipped with Desert survival AND mountaineering gear, where can it go?). However, though I doubt any implementation would resemble the request here, I think there's some way to have this feature and that it is a useful feature. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1250707&group_id=124062 |
From: Eric M. <mcd...@ph...> - 2005-07-23 23:18:46
|
Hello Game Designers, etc..., I am in the process of improving the AI's tactical thinking. This effort may take some time to reach a satisfactory point. I have just placed some fairly radical revisions on the AI development branch in the CVS repository. Those following the development of Xconq from CVS should be reminded that this is a work in progress, it has known flaws which I am working to fix, and that things you get out of CVS are bleeding edge. Tactical thinking roughly works as follows in the AI: (1) Check if unit or its occupants should fear for their lives against any other unit that it could be in range of in one move from its current position. Depending on circumstances, the unit may attempt to flee in an optimal direction (seems to work as of this writing) or attempt to construct some sort of defensive or counter-offensive unit (not yet implemented). (2) Check if unit is harassed by any other unit. Harassment means that the other unit could damage the unit or at least one of its occupants, but the unit and its occs do not necessarily fear for their lives. One possible way to respond the harassment is to go after the harasser. (The harassment check is in place, though it is presently crude and needs improvement. Going after a harasser is not yet implemented, even though this will be perhaps the most highly visible element of the tactical decision-making.) (3) Look for targets of opportunity in tactical range. (Not yet implemented. This will be particularly useful in the exploration context.) Also, the offensive plan has been replaced with an 'Offender' operational role. Victim-finding no longer relies on precalculated worths, but takes into account such things as current HP. Since many of you may be interested in a summary of how the new victim-finding works, here it is. Both the victimizer and the potential victim are considered. Best fire, attack, detonation, and direct capture ranges are taken into account. Combat/defeat methods whose ranges are less than the distance between the units are discarded. Damage methods that cannot destroy are also excluded. Capture methods that cannot capture are excluded. (Defeat methods are the methods that are capable of either destroying or capturing an unit.) The mean (average) number of attempts for each unit to defeat the other needed by each valid defeat method are calculated (actual HP of the victimizer is accounted for, where appropriate; elsewhere, the utype's hypothetical best HP is used). The mean number of turns needed to defeat using a given method is calculated for each valid defeat method; this is important for cases such as where one firing is only 50% as damaging an attack, but an unit can fire four times per turn and only attack once per turn. For each unit, the best defeat method is chosen. The ratio of the potential victim's turns to defeat the victimizer is multiplied by the ratio of the victimizer's worth to the potential victim's worth. This is the score for that potential victim. Here is the C code as it stands now: if (0 < total_worth(u)) wr = 1 + (total_worth(u2) / total_worth(u)); else wr = INT_MAX; score = wr * defeat_turns_mean_best_rratio(unit, uview); if (0 >= score) return; if ((score > scorebest) || ((score == scorebest) && flip_coin())) { uvbest = uview; scorebest = score; } Note that to determine if one unit is deathly afraid of another follows a similar pattern: if (seems_safe_against(unit, uview)) return numfears; // Two units of equal worth will have a fear threshold of 2. // TODO: Allow machine learning to adjust this threshold. // TODO: Replace call to 'total_worth' with an effective total worth. if (0 < total_worth(u)) wr = (2 * total_worth(u2)) / total_worth(u); else wr = INT_MAX; if (defeat_turns_mean_best_ratio(unit, uview, dftmethod, dftmethod2) >= wr) ++numfears; So, this all looks nice on paper. It is both straightforward and comprehensive. Of course, the actual situation gets muddied by lots of other considerations: how many other units are already victimizing or intending to victimize the potential victim, how close is the victim, and can it outrun us, etc.... I am currently dealing with a bug in the pursuit logic, which determines whether a victimizer should go after the potential victim if it is outside of combat range. In summary, significant changes have taken place in the way the AI thinks about combat. I am still working on getting the tactical handler and offender operational roles fully implemented and tuned, so bear with me. I think it will be well worth the wait. Thanks, Eric |
From: SourceForge.net <no...@so...> - 2005-07-21 22:22:40
|
Feature Requests item #1227917, was opened at 2005-06-26 09:55 Message generated for change (Comment added) made by elijah_meeks You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1227917&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Library: Games Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 5 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: Clean Up Games & Images Initial Comment: Many of the games and image files could be packaged more efficiently. Some egregious examples are: argo-test, grue, opal-rules, awls-rules, valhalla All reference imfs within the .g, rather than simply (include) them. battles1.gif The images here are used by several different games and would be better off seperated. ---------------------------------------------------------------------- >Comment By: Elijah Meeks (elijah_meeks) Date: 2005-07-21 11:14 Message: Logged In: YES user_id=586338 These various imfs and gifs are the beginnings of the aforementioned cleaning up. Along with subdividing the korea1.gif and battles1.gif images into genre based gifs, there are also included some new terrain sets for fantasy games. Battles1.gif and korea.gif cannot be removed until the various games that reference them are updated, but that should happen relatively quickly. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1227917&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-07-17 20:33:23
|
Feature Requests item #1239838, was opened at 2005-07-17 18:00 Message generated for change (Comment added) made by eric_mcdonald You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1239838&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Library: Games Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 5 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: Tutorial Library Initial Comment: At some point I'd like to have a library of games that demonstrate how to work the various features within XConq. What I envision is a simple base game with a handful of units, followed by various modifications to the game for the various groups of features, such as: An occupant game showing how to set protection, ferry-entry/exit, occupant combat/modifiers, et cetera. A change-type game, demonstrating CxP, occupants-to-change-type, manual, et cetera. An advanced unit game, showing how to set terrain value, growth and all that. And so on and so forth. Now, I know that various games demonstrate this functionality, but specifically built tutorials, with decent commenting, would be a better starting point for designers new to the engine. ---------------------------------------------------------------------- >Comment By: Eric McDonald (eric_mcdonald) Date: 2005-07-17 20:33 Message: Logged In: YES user_id=1158352 Stan Shebs suggested something very similar last year, IIRC. This was in part because no longer works in some of the ways that the Godzilla tutorial in the design manual documents. I agree with your reasoning. You are, of course, welcome to implement said library. (BTW, I have noticed that you continue to use both create and build table, even though their contents are identical. Maybe you could use your own games to demonstrate how nice the 'create-as-build' table is; I have already employed it in 'stdunit.g'.) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1239838&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-07-17 18:00:18
|
Feature Requests item #1239838, was opened at 2005-07-17 07:00 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1239838&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Library: Games Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 5 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: Tutorial Library Initial Comment: At some point I'd like to have a library of games that demonstrate how to work the various features within XConq. What I envision is a simple base game with a handful of units, followed by various modifications to the game for the various groups of features, such as: An occupant game showing how to set protection, ferry-entry/exit, occupant combat/modifiers, et cetera. A change-type game, demonstrating CxP, occupants-to-change-type, manual, et cetera. An advanced unit game, showing how to set terrain value, growth and all that. And so on and so forth. Now, I know that various games demonstrate this functionality, but specifically built tutorials, with decent commenting, would be a better starting point for designers new to the engine. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1239838&group_id=124062 |
From: Elijah M. <eli...@ya...> - 2005-07-06 21:48:34
|
> Sounds fun. Here's hoping. The plan is to have three different civilized towns: Elven Towns, Dwarven Towns and Human Towns. Each can produce a Wood-Gold, Gold-Food or Food-Wood Caravan. The caravans can hold 200 of their appropriate materials but start out with only 100 of the needed material (Meaning that a Wood-Gold Caravan, produced by a Dwarven City, starts out with 200 Gold and 100 Wood). Since that means they're supply-low, they should make their way to the appropriate town, which will stock them up with the lacking material but, since they'd use up the other material, force them to return to their first town, back and forth, appearing to be following a caravan route. > Adventurers need inns so they don't always have to > camp out. :-) That's true... Any ideas on how to make it work? > The problem is that they don't disgorge the units > fast enough in many > cases, and get zapped by an archer (or even nearby > warrior that emerges > from the woods) from another side. When that > happens, the occs die > before they have a chance to leave the (very > vulnerable) > transport/banner/popped container. This is what I > was mentioning to you. occupant-escape-chance only works if the occupants can fit in the hex where the occupant is destroyed. I thought about requesting an occupant-escape-range table to allow occupants to spill out farther, but I wasn't sure if this was valuable beyond my game. I also forgot about archers, so I'll have to change that it so that archers can't attack banners, that's too cheap. > well as with the Villain's lackeys. However, I do > not think that the > Villain's Castle should pop so easily. I agree. I'm going to reduce it to a 2-range detonation, even for the hero. That should keep it relatively secure until the hero shows up for business. > Make the 'wrecked-type-if-killed' be another Hydra > according to most > units that kill it? Only magic swords, firebrands, > getting zapped by > powerful mages, etc... would be able to make it > actually get destroyed > without another one appearing in its place. How > about that? That's much better than my idea (Hydra Head occupants in a Hydra transport, with Hydra Heads larger than Replacement Hydra Heads so that the Hydra could build twice as many as were destroyed). Without any kind of weapons or spells so far I think I'll set it so that the Hydra can wreck to a certain number of heads before it can be killed, with a chance each time that the hero just kills it (Using destruction-result). I also may (Stress may) have found a way to build large-scale castles, which would be pretty cool. Thank you terrain-synthesis... __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com |
From: Eric M. <mcd...@ph...> - 2005-07-06 01:16:35
|
SourceForge.net wrote: >>Comment By: Elijah Meeks (elijah_meeks) > There is, currently, no civilization. I'm working on a cute > little feature that should allow for caravans between cities > (To be guarded, attacked, whatever) Sounds fun. > and a few other things > to make civilization a little more interesting. Adventurers need inns so they don't always have to camp out. :-) > Also, the > medusas are intentional. The villain may or may not get a > few pretty powerful units to start out (Just to make things > interesting, and to keep you from getting too big for your > britches). Yeah, I realized that once I got around to playing the Villainous side. However, they are escaping due to other creatures triggering the detonation, as I just reported before I saw this message from you. > This is meant > to be played from the hero's perspective I understand that. But, I was just trying to make sure that the mechanics of the other sides were correct. > Until a War Party, Leaders or > Raiders get near a hero (Or other individual-scale unit), > its occupants cannot leave and combat is dealt with from a > vastly simplified method I understand that. I do not have an issue with that. > When they get near an > individual-scale unit, they pop, disgorging their > individual-scale occupants. The problem is that they don't disgorge the units fast enough in many cases, and get zapped by an archer (or even nearby warrior that emerges from the woods) from another side. When that happens, the occs die before they have a chance to leave the (very vulnerable) transport/banner/popped container. This is what I was mentioning to you. > If you play it from the hero's > perspective, you'll see this mechanism at work If you wait for a little bit, you can usually see the mechanism at work between competing monsters races or between monsters and the Villain. I do think it is a good idea for it to work between the monster races, as well as with the Villain's lackeys. However, I do not think that the Villain's Castle should pop so easily. >The AI is pretty good about emptying > Banner units (Which have only 1 hitpoint and die pretty > damned quick) My experience is that it sometimes dallies 3 to 4 turns before fully emptying them. In that time, they are susceptible to quick death (as you say), and they take their occs with them. No fair to the occs, I think. One archer takes out most of a war party this way. Even if the Hero doesn't see this kind of weirdness from his perspective, I still find it bothersome. Perhaps the occ escape chance should be cranked up all the way, to make sure that the occs get out of the banner, if it gets blown away. > but there are still times when these units > have occupants and I wish there were a way to make it empty > them ASAP. Well, if they get hit, I think the occ escape mechanism should kick in. > As to the Orcs and mountains, as it stands, only leaders can > traverse mountains. However, classic side-specific > attributes will begin to appear, such as mountaineering for > the orcs and units that can 'swim'. Good. > This is actually where > I need the most input--any ways that one can think of to use > XConq to simulate different strengths and weaknesses of > units would be great (I've been trying to think of a way to > implement a Hydra unit, but so far it's been too messy). Make the 'wrecked-type-if-killed' be another Hydra according to most units that kill it? Only magic swords, firebrands, getting zapped by powerful mages, etc... would be able to make it actually get destroyed without another one appearing in its place. How about that? Eric |
From: Elijah M. <eli...@ya...> - 2005-07-05 23:37:54
|
Hey guys, there's a new version of XConqHack over at the patches section of the sf.net project page: http://sourceforge.net/tracker/index.php?func=detail&aid=1233075&group_id=124062&atid=698374 If you get a chance, take a look and let me know what you think. Elijah __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com |
From: Eric M. <mcd...@ph...> - 2005-07-02 21:49:54
|
Elijah Meeks wrote: > Does anyone have a good example of the GDL necessary > to allow a unit to build another unit if the builder > has no ACP? Some games use ACP-indep construction, if that is what you are looking for. See the Advances game, for example. If you are looking for construction that doesn't cost the builder any ACP, then maybe you get to be the lucky person who tries this first. It should (knock on wood) work. Just set the appropriate 'can-build' table entry to true, and leave the 'acp-to-build' table alone (i.e., leave the appropriate entry at 0). Eric |
From: Elijah M. <eli...@ya...> - 2005-07-02 21:33:57
|
Does anyone have a good example of the GDL necessary to allow a unit to build another unit if the builder has no ACP? I'd like to have a unit that consumes itself on creation of another unit without any material cost to build the other unit ('Reading' a scroll to create a spell) and units that can consume material to create another unit (Specifically wands with charges) that can only make one act per round. __________________________________ Do you Yahoo!? Make Yahoo! your home page http://www.yahoo.com/r/hs |
From: SourceForge.net <no...@so...> - 2005-06-26 22:20:59
|
Feature Requests item #1227943, was opened at 2005-06-26 22:20 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1227943&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: General Group: None Status: Open Resolution: None Priority: 3 Submitted By: Eric McDonald (eric_mcdonald) Assigned to: Nobody/Anonymous (nobody) Summary: Merge Action Initial Comment: Currently Xconq allows for units to increase the size of advanced units under a certain condition. The condition is that the unit must be able to create the advanced unit and the unit must be an occupant of the advanced unit. If these criteria are met, then performing a create on the advanced unit results in the size of the advanced unit being increased and the creating unit to disappear. One can envision this feature being expanded into a separate action, a 'merge' action. Some possible improvements over the existing functionality would be 'merge-range' and 'size-per-merged'. 'merge-range' could then allow one neighboring city to swallow another, for example. The default would be -1, which would make things behave as they do now. 'size-per-merged', if set to -1, would add the size of the merging in unit to the unit being merged into. If the merging in unit had no size, it would be treated as a 0 size increase. If the 'size-per-merged' was 0, then the merging in unit would be swallowed without any size increase occuring. The default would be 1, like the way things behave now. Numbers >0 would cause that much size to be gained by the unit being merged into. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1227943&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-06-26 21:06:47
|
Feature Requests item #1220857, was opened at 2005-06-15 00:43 Message generated for change (Comment added) made by eric_mcdonald You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220857&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: General Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 3 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: Enhanced Completed-Occ Functionality Initial Comment: For complete and incomplete occupants it would be useful if: They are dynamically affected by advances and obsolete advances, so that when you build a new Infantry unit and you've researched Gas Masks, Grenades and Assault Rifles, the Infantry unit has all of these occupants. The specific occupants being built affect the cost of the transport being built. In this way, the above Infantry unit would be more expensive than one that was built with Semi-Automatic Rifles and Simple Helmets. Eventually (Since I see the earlier features as being within the current framework of XConq) they actually affect the appearance of the transport itself. This, of course, is a general occupant feature and not one specifically related to occs-on-creation. ---------------------------------------------------------------------- >Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-26 21:06 Message: Logged In: YES user_id=1158352 I've been thinking more about when to charge for occs-on-completion. There is too much state that must be preserved if charging is done on a per-build basis. I think that the charging for occs-on-completion must be done during completion. I also think that the only occs-on-completion that one gets are the ones that can be paid for. If one asks for 4.45 grenades, and only can pay for 3, then that is all that are gained. Similarly, if one asks for 4d10+5 arrows on completion of an archer, is determined to get 35, and can only pay for 20, then 20 is all that one gets with the archer. I also think that charging for occs should NOT be the default behavior of the regular or the supplemental complete-occs-on-completion table. To enable charging, I think one will need to set a new boolean TableUU, 'charge-for-occs-on-completion', which has a default value of false. ---------------------------------------------------------------------- Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-26 20:01 Message: Logged In: YES user_id=586338 I'd be willing to write this off to designer responsibility. If they know how these tables work, they'll simply need to write the tables accordingly. In the case of the additional unit in the completed-occs-on-completion table--in a situation where the designer charges a consumption-on-completion cost for the occupant in question--I'd say charge them for it if it's created and if the builder can't afford the full cost but can afford the base cost, then give them only the base amount. In other words, if you've got: completed-occs-on-completion soldier grenades 4.45 And consumption-on-creation soldier dinero 100 grenade dinero 5 And your builder has 120 dinero, then it can build the soldier and if the probability indicates 5 grenades instead of 4, then tough luck, your soldier only gets 4 because that's all you can afford. Alternately, the additional possible occupant could be free. Either way, you're simply placing the burden of game balance on the designer, which is perfectly acceptable. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-26 19:43 Message: Logged In: YES user_id=1158352 Well, the 'alt-*-occs-on-completion' tables certainly cause the dilemma, but so do the "non-alternate" tables, even though it is less severe. '*-occs-on-completion' tables are not straight integers; they can have a fractional probability for one additional unit. 4.45 means 4 guaranteed units and a 45% chance of a 5th unit. ---------------------------------------------------------------------- Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-26 17:55 Message: Logged In: YES user_id=586338 My understanding was that completed-occs-on-completion was a straight value and not a dice roll. If it's subject to random amounts, then my solution wouldn't work so well, though I still like it for its simplicity. If completed-occs-on-completion was charged to the cost of the transport, it would be transport-cost plus all available occupants (Meaning no occupants that are off-limits due to obsolesence or not having the current advance). In the case of multiple occupants, it could be the cost of the average number of occupants (So, assuming an archer starts with 2d6 arrows, you're charged for the archer plus 7 arrows). With alt-completed-occs-on-completion available, then a designer such as myself, who wanted to have units built for just the cost of the unit and not charged for occupants, I could set it up in the alt- tables. I would then use completed-occs-on-completion for a game like Cast Iron Life (Wherein I wanted to simulate the cost of equiping units) and alt-completed-occs-on-completion for SF Battles (Where I just want to charge for a ship, even if later I want to give the player the ability to build individual systems). ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-25 17:37 Message: Logged In: YES user_id=1158352 I originally suggested occs-on-completion to FOS in the Xconq.org fora to address the issue of not saddling the player with the burden of filling out a transport with occs (I had SF Battles construction in mind) and because I thought that was what he was getting at anyway. It turned out that he had some other possibly fancier ideas he was thinking about. I still haven't heard what those ideas are, but no matter.... The main reason I chose to service this feature request was to allow automatic implicit creation of occs upon the completion of an unit. This is is essentially addressed (and it is the second situation which you mention below). However, what we need to think about now is the first situation that you mention. Handling this had not been part of my original idea or implementation plan. Indeed, it is going to prove somewhat interesting to handle, if we choose to handle it. To reiterate something I said earlier, we need to decide WHEN is the best time to charge for the occs. One possibility is to integrate the cost into the per-build cost while the transport is being built. This increases the compelxity of the construction logic, and must be a predetermined cost. Being a predetermined cost is both a plus and a minus. It is a plus because a straightforward answer can be given about how much it will cost to build something. It is a minus because it cannot account for variable numbers of occs being created on completion. The other possibility is to add a completion barrier (perhaps in the form of a 'complete' action). This would prevent an unit from being complete until its number of occs-on-completion is determined and fully paid for. This is a plus because it accounts for variable numbers of occs on completion. It is a minus because you will not know how much something will cost until it is about to be completed; additionally, this may cause some concern about whether completion could ever actually occur, if the determined number of occs could not be paid for. This is the dilemma I was hinting at in my earlier post to this tracker thread. ---------------------------------------------------------------------- Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-20 23:33 Message: Logged In: YES user_id=586338 As I see it, there are two different situations that would need to be covered here: 1) The total cost of a unit being produced from the standpoint of a modern game. It costs more to produce a regiment of infantry if you're arming them all with machineguns than semiautomatic rifles. It costs less to build equipment when it's created using replaceable parts, that kind of thing. 2) Units that start with standard equipment, wherein the devolopment of equipment is not a part of the game, such as in fantasy games. You don't want to saddle a player with the hassle of hand-building swords and shields for his orcs, so let them be created and some will have swords and others axes and others shields. But maybe a designer wants to build a game where the player can be like Saruman, and give all his orcs the finest armor and weapons, so those weapons will have a cost to be built (He's building them by hand, so they follow the normal consumption-on-creation for any directly-built unit), even if they do show up, randomly, with a created unit (The one Orc with a set of plate-mail, 5d10-49 on the alt-occs-on-completion). I think the solution is rather simple, though I might have missed something: Always charge for any occupant units on the occs-on-completion table. This charge is added to the cost of the unit and the transport cannot be built unless the player can pay the entire material cost of it and its occupants (Nope, you can't build your tank with the optics stripped out, though maybe in the future you can give the player the option to have templated units, wherein he decides the specific occupants created with the unit). On the other hand, alt-occs-on-completion are free. Since it's perfectly reasonable to have: (table alt-occs-on-completion (hover-tank heavy-laser 1) ) A designer still has the option to give units free occupants, as in situation 2, while preserving the ability to charge a player for units with advanced equipment, as in situation 1. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 20:53 Message: Logged In: YES user_id=1158352 OK. The improved checks are now on the CVS trunk. Basically, occs-on-completion are created in the same manner that a normal 'create-in' action would happen, except that ACP and materials are not charged for their creation. As far as the charging extra to create/build/create an unit based on its occs-on-completion, we need to discuss this some more. I would recommend that you put forth a more concrete proposal on the 'xconq-developers' list detailing how and when charging for occs-on-completion should occur. Specifically, I wonder, if the charging should modify the per-create and per-build costs or should it be an additional barrier to completion after the unit has been built? I can see arguments in favor of both. If it is to be a barrier to completion, then we may wish to consider a separate 'complete' action, distinct from 'build' and 'create'. A separate 'complete' action would also allow additional materials charges without respect to occs-on-completion. But, it complicates things a bit, and I am not sure that it is really needed. Charging extra per-build also requires some additional bookkeeping, but should be fairly managable, especially now that the code is in a much more modularized and maintainable form than what I found it in. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 13:28 Message: Logged In: YES user_id=1158352 It is tempting to create a new TableUU, 'consume-for-occs-on-completion', which will determine whether or not materials and ACP are consumed for creating/completing occs-on-completion. As for the actual charges, I think that using the regular consumption tables, where the completed transport is regarded as the constructor, would probably be appropriate. I still want to think more about this.... I will, however, take care of making sure that all the usual construction restrictions apply to occs-on-completion. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-15 02:16 Message: Logged In: YES user_id=1158352 I would recommend that you set up units so that, upon completion, there is an attempt to give them all possible occs-on-completion. Then, those rejected due to obsolescence, etc... will not be placed. I had thought that one of the points of occs-on-completion is that they did NOT affect the cost of the transport being completed. However, I think I see where this argument is headed.... Let me do some more refactoring of the creation and unit completion code later this week. The changes that I will make should take care of making sure that restrictions, such as obsolescence, apply correctly. I think I should also be able to fairly easily modify the ACP and materials requirements for construction to account for occs on completion. Probably we'll want a table or two to control that. We'll see. As far as your last point is concerned, yes, it is a different topic, and one that has pretty much been discussed in other guises. Of course, the smart ass answer is that occs already do affect the appearance of the transport. Did you ever notice the box that appears around a transport when it has occs? And what about the images of the occs themselves that appear in that box? :-) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220857&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-06-26 20:55:10
|
Feature Requests item #1227917, was opened at 2005-06-26 09:55 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1227917&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Library: Games Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 5 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: Clean Up Games & Images Initial Comment: Many of the games and image files could be packaged more efficiently. Some egregious examples are: argo-test, grue, opal-rules, awls-rules, valhalla All reference imfs within the .g, rather than simply (include) them. battles1.gif The images here are used by several different games and would be better off seperated. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1227917&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-06-26 20:01:27
|
Feature Requests item #1220857, was opened at 2005-06-14 13:43 Message generated for change (Comment added) made by elijah_meeks You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220857&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: General Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 3 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: Enhanced Completed-Occ Functionality Initial Comment: For complete and incomplete occupants it would be useful if: They are dynamically affected by advances and obsolete advances, so that when you build a new Infantry unit and you've researched Gas Masks, Grenades and Assault Rifles, the Infantry unit has all of these occupants. The specific occupants being built affect the cost of the transport being built. In this way, the above Infantry unit would be more expensive than one that was built with Semi-Automatic Rifles and Simple Helmets. Eventually (Since I see the earlier features as being within the current framework of XConq) they actually affect the appearance of the transport itself. This, of course, is a general occupant feature and not one specifically related to occs-on-creation. ---------------------------------------------------------------------- >Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-26 09:01 Message: Logged In: YES user_id=586338 I'd be willing to write this off to designer responsibility. If they know how these tables work, they'll simply need to write the tables accordingly. In the case of the additional unit in the completed-occs-on-completion table--in a situation where the designer charges a consumption-on-completion cost for the occupant in question--I'd say charge them for it if it's created and if the builder can't afford the full cost but can afford the base cost, then give them only the base amount. In other words, if you've got: completed-occs-on-completion soldier grenades 4.45 And consumption-on-creation soldier dinero 100 grenade dinero 5 And your builder has 120 dinero, then it can build the soldier and if the probability indicates 5 grenades instead of 4, then tough luck, your soldier only gets 4 because that's all you can afford. Alternately, the additional possible occupant could be free. Either way, you're simply placing the burden of game balance on the designer, which is perfectly acceptable. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-26 08:43 Message: Logged In: YES user_id=1158352 Well, the 'alt-*-occs-on-completion' tables certainly cause the dilemma, but so do the "non-alternate" tables, even though it is less severe. '*-occs-on-completion' tables are not straight integers; they can have a fractional probability for one additional unit. 4.45 means 4 guaranteed units and a 45% chance of a 5th unit. ---------------------------------------------------------------------- Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-26 06:55 Message: Logged In: YES user_id=586338 My understanding was that completed-occs-on-completion was a straight value and not a dice roll. If it's subject to random amounts, then my solution wouldn't work so well, though I still like it for its simplicity. If completed-occs-on-completion was charged to the cost of the transport, it would be transport-cost plus all available occupants (Meaning no occupants that are off-limits due to obsolesence or not having the current advance). In the case of multiple occupants, it could be the cost of the average number of occupants (So, assuming an archer starts with 2d6 arrows, you're charged for the archer plus 7 arrows). With alt-completed-occs-on-completion available, then a designer such as myself, who wanted to have units built for just the cost of the unit and not charged for occupants, I could set it up in the alt- tables. I would then use completed-occs-on-completion for a game like Cast Iron Life (Wherein I wanted to simulate the cost of equiping units) and alt-completed-occs-on-completion for SF Battles (Where I just want to charge for a ship, even if later I want to give the player the ability to build individual systems). ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-25 06:37 Message: Logged In: YES user_id=1158352 I originally suggested occs-on-completion to FOS in the Xconq.org fora to address the issue of not saddling the player with the burden of filling out a transport with occs (I had SF Battles construction in mind) and because I thought that was what he was getting at anyway. It turned out that he had some other possibly fancier ideas he was thinking about. I still haven't heard what those ideas are, but no matter.... The main reason I chose to service this feature request was to allow automatic implicit creation of occs upon the completion of an unit. This is is essentially addressed (and it is the second situation which you mention below). However, what we need to think about now is the first situation that you mention. Handling this had not been part of my original idea or implementation plan. Indeed, it is going to prove somewhat interesting to handle, if we choose to handle it. To reiterate something I said earlier, we need to decide WHEN is the best time to charge for the occs. One possibility is to integrate the cost into the per-build cost while the transport is being built. This increases the compelxity of the construction logic, and must be a predetermined cost. Being a predetermined cost is both a plus and a minus. It is a plus because a straightforward answer can be given about how much it will cost to build something. It is a minus because it cannot account for variable numbers of occs being created on completion. The other possibility is to add a completion barrier (perhaps in the form of a 'complete' action). This would prevent an unit from being complete until its number of occs-on-completion is determined and fully paid for. This is a plus because it accounts for variable numbers of occs on completion. It is a minus because you will not know how much something will cost until it is about to be completed; additionally, this may cause some concern about whether completion could ever actually occur, if the determined number of occs could not be paid for. This is the dilemma I was hinting at in my earlier post to this tracker thread. ---------------------------------------------------------------------- Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-20 12:33 Message: Logged In: YES user_id=586338 As I see it, there are two different situations that would need to be covered here: 1) The total cost of a unit being produced from the standpoint of a modern game. It costs more to produce a regiment of infantry if you're arming them all with machineguns than semiautomatic rifles. It costs less to build equipment when it's created using replaceable parts, that kind of thing. 2) Units that start with standard equipment, wherein the devolopment of equipment is not a part of the game, such as in fantasy games. You don't want to saddle a player with the hassle of hand-building swords and shields for his orcs, so let them be created and some will have swords and others axes and others shields. But maybe a designer wants to build a game where the player can be like Saruman, and give all his orcs the finest armor and weapons, so those weapons will have a cost to be built (He's building them by hand, so they follow the normal consumption-on-creation for any directly-built unit), even if they do show up, randomly, with a created unit (The one Orc with a set of plate-mail, 5d10-49 on the alt-occs-on-completion). I think the solution is rather simple, though I might have missed something: Always charge for any occupant units on the occs-on-completion table. This charge is added to the cost of the unit and the transport cannot be built unless the player can pay the entire material cost of it and its occupants (Nope, you can't build your tank with the optics stripped out, though maybe in the future you can give the player the option to have templated units, wherein he decides the specific occupants created with the unit). On the other hand, alt-occs-on-completion are free. Since it's perfectly reasonable to have: (table alt-occs-on-completion (hover-tank heavy-laser 1) ) A designer still has the option to give units free occupants, as in situation 2, while preserving the ability to charge a player for units with advanced equipment, as in situation 1. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 09:53 Message: Logged In: YES user_id=1158352 OK. The improved checks are now on the CVS trunk. Basically, occs-on-completion are created in the same manner that a normal 'create-in' action would happen, except that ACP and materials are not charged for their creation. As far as the charging extra to create/build/create an unit based on its occs-on-completion, we need to discuss this some more. I would recommend that you put forth a more concrete proposal on the 'xconq-developers' list detailing how and when charging for occs-on-completion should occur. Specifically, I wonder, if the charging should modify the per-create and per-build costs or should it be an additional barrier to completion after the unit has been built? I can see arguments in favor of both. If it is to be a barrier to completion, then we may wish to consider a separate 'complete' action, distinct from 'build' and 'create'. A separate 'complete' action would also allow additional materials charges without respect to occs-on-completion. But, it complicates things a bit, and I am not sure that it is really needed. Charging extra per-build also requires some additional bookkeeping, but should be fairly managable, especially now that the code is in a much more modularized and maintainable form than what I found it in. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 02:28 Message: Logged In: YES user_id=1158352 It is tempting to create a new TableUU, 'consume-for-occs-on-completion', which will determine whether or not materials and ACP are consumed for creating/completing occs-on-completion. As for the actual charges, I think that using the regular consumption tables, where the completed transport is regarded as the constructor, would probably be appropriate. I still want to think more about this.... I will, however, take care of making sure that all the usual construction restrictions apply to occs-on-completion. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-14 15:16 Message: Logged In: YES user_id=1158352 I would recommend that you set up units so that, upon completion, there is an attempt to give them all possible occs-on-completion. Then, those rejected due to obsolescence, etc... will not be placed. I had thought that one of the points of occs-on-completion is that they did NOT affect the cost of the transport being completed. However, I think I see where this argument is headed.... Let me do some more refactoring of the creation and unit completion code later this week. The changes that I will make should take care of making sure that restrictions, such as obsolescence, apply correctly. I think I should also be able to fairly easily modify the ACP and materials requirements for construction to account for occs on completion. Probably we'll want a table or two to control that. We'll see. As far as your last point is concerned, yes, it is a different topic, and one that has pretty much been discussed in other guises. Of course, the smart ass answer is that occs already do affect the appearance of the transport. Did you ever notice the box that appears around a transport when it has occs? And what about the images of the occs themselves that appear in that box? :-) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220857&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-06-26 19:43:22
|
Feature Requests item #1220857, was opened at 2005-06-15 00:43 Message generated for change (Comment added) made by eric_mcdonald You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220857&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: General Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 3 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: Enhanced Completed-Occ Functionality Initial Comment: For complete and incomplete occupants it would be useful if: They are dynamically affected by advances and obsolete advances, so that when you build a new Infantry unit and you've researched Gas Masks, Grenades and Assault Rifles, the Infantry unit has all of these occupants. The specific occupants being built affect the cost of the transport being built. In this way, the above Infantry unit would be more expensive than one that was built with Semi-Automatic Rifles and Simple Helmets. Eventually (Since I see the earlier features as being within the current framework of XConq) they actually affect the appearance of the transport itself. This, of course, is a general occupant feature and not one specifically related to occs-on-creation. ---------------------------------------------------------------------- >Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-26 19:43 Message: Logged In: YES user_id=1158352 Well, the 'alt-*-occs-on-completion' tables certainly cause the dilemma, but so do the "non-alternate" tables, even though it is less severe. '*-occs-on-completion' tables are not straight integers; they can have a fractional probability for one additional unit. 4.45 means 4 guaranteed units and a 45% chance of a 5th unit. ---------------------------------------------------------------------- Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-26 17:55 Message: Logged In: YES user_id=586338 My understanding was that completed-occs-on-completion was a straight value and not a dice roll. If it's subject to random amounts, then my solution wouldn't work so well, though I still like it for its simplicity. If completed-occs-on-completion was charged to the cost of the transport, it would be transport-cost plus all available occupants (Meaning no occupants that are off-limits due to obsolesence or not having the current advance). In the case of multiple occupants, it could be the cost of the average number of occupants (So, assuming an archer starts with 2d6 arrows, you're charged for the archer plus 7 arrows). With alt-completed-occs-on-completion available, then a designer such as myself, who wanted to have units built for just the cost of the unit and not charged for occupants, I could set it up in the alt- tables. I would then use completed-occs-on-completion for a game like Cast Iron Life (Wherein I wanted to simulate the cost of equiping units) and alt-completed-occs-on-completion for SF Battles (Where I just want to charge for a ship, even if later I want to give the player the ability to build individual systems). ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-25 17:37 Message: Logged In: YES user_id=1158352 I originally suggested occs-on-completion to FOS in the Xconq.org fora to address the issue of not saddling the player with the burden of filling out a transport with occs (I had SF Battles construction in mind) and because I thought that was what he was getting at anyway. It turned out that he had some other possibly fancier ideas he was thinking about. I still haven't heard what those ideas are, but no matter.... The main reason I chose to service this feature request was to allow automatic implicit creation of occs upon the completion of an unit. This is is essentially addressed (and it is the second situation which you mention below). However, what we need to think about now is the first situation that you mention. Handling this had not been part of my original idea or implementation plan. Indeed, it is going to prove somewhat interesting to handle, if we choose to handle it. To reiterate something I said earlier, we need to decide WHEN is the best time to charge for the occs. One possibility is to integrate the cost into the per-build cost while the transport is being built. This increases the compelxity of the construction logic, and must be a predetermined cost. Being a predetermined cost is both a plus and a minus. It is a plus because a straightforward answer can be given about how much it will cost to build something. It is a minus because it cannot account for variable numbers of occs being created on completion. The other possibility is to add a completion barrier (perhaps in the form of a 'complete' action). This would prevent an unit from being complete until its number of occs-on-completion is determined and fully paid for. This is a plus because it accounts for variable numbers of occs on completion. It is a minus because you will not know how much something will cost until it is about to be completed; additionally, this may cause some concern about whether completion could ever actually occur, if the determined number of occs could not be paid for. This is the dilemma I was hinting at in my earlier post to this tracker thread. ---------------------------------------------------------------------- Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-20 23:33 Message: Logged In: YES user_id=586338 As I see it, there are two different situations that would need to be covered here: 1) The total cost of a unit being produced from the standpoint of a modern game. It costs more to produce a regiment of infantry if you're arming them all with machineguns than semiautomatic rifles. It costs less to build equipment when it's created using replaceable parts, that kind of thing. 2) Units that start with standard equipment, wherein the devolopment of equipment is not a part of the game, such as in fantasy games. You don't want to saddle a player with the hassle of hand-building swords and shields for his orcs, so let them be created and some will have swords and others axes and others shields. But maybe a designer wants to build a game where the player can be like Saruman, and give all his orcs the finest armor and weapons, so those weapons will have a cost to be built (He's building them by hand, so they follow the normal consumption-on-creation for any directly-built unit), even if they do show up, randomly, with a created unit (The one Orc with a set of plate-mail, 5d10-49 on the alt-occs-on-completion). I think the solution is rather simple, though I might have missed something: Always charge for any occupant units on the occs-on-completion table. This charge is added to the cost of the unit and the transport cannot be built unless the player can pay the entire material cost of it and its occupants (Nope, you can't build your tank with the optics stripped out, though maybe in the future you can give the player the option to have templated units, wherein he decides the specific occupants created with the unit). On the other hand, alt-occs-on-completion are free. Since it's perfectly reasonable to have: (table alt-occs-on-completion (hover-tank heavy-laser 1) ) A designer still has the option to give units free occupants, as in situation 2, while preserving the ability to charge a player for units with advanced equipment, as in situation 1. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 20:53 Message: Logged In: YES user_id=1158352 OK. The improved checks are now on the CVS trunk. Basically, occs-on-completion are created in the same manner that a normal 'create-in' action would happen, except that ACP and materials are not charged for their creation. As far as the charging extra to create/build/create an unit based on its occs-on-completion, we need to discuss this some more. I would recommend that you put forth a more concrete proposal on the 'xconq-developers' list detailing how and when charging for occs-on-completion should occur. Specifically, I wonder, if the charging should modify the per-create and per-build costs or should it be an additional barrier to completion after the unit has been built? I can see arguments in favor of both. If it is to be a barrier to completion, then we may wish to consider a separate 'complete' action, distinct from 'build' and 'create'. A separate 'complete' action would also allow additional materials charges without respect to occs-on-completion. But, it complicates things a bit, and I am not sure that it is really needed. Charging extra per-build also requires some additional bookkeeping, but should be fairly managable, especially now that the code is in a much more modularized and maintainable form than what I found it in. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 13:28 Message: Logged In: YES user_id=1158352 It is tempting to create a new TableUU, 'consume-for-occs-on-completion', which will determine whether or not materials and ACP are consumed for creating/completing occs-on-completion. As for the actual charges, I think that using the regular consumption tables, where the completed transport is regarded as the constructor, would probably be appropriate. I still want to think more about this.... I will, however, take care of making sure that all the usual construction restrictions apply to occs-on-completion. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-15 02:16 Message: Logged In: YES user_id=1158352 I would recommend that you set up units so that, upon completion, there is an attempt to give them all possible occs-on-completion. Then, those rejected due to obsolescence, etc... will not be placed. I had thought that one of the points of occs-on-completion is that they did NOT affect the cost of the transport being completed. However, I think I see where this argument is headed.... Let me do some more refactoring of the creation and unit completion code later this week. The changes that I will make should take care of making sure that restrictions, such as obsolescence, apply correctly. I think I should also be able to fairly easily modify the ACP and materials requirements for construction to account for occs on completion. Probably we'll want a table or two to control that. We'll see. As far as your last point is concerned, yes, it is a different topic, and one that has pretty much been discussed in other guises. Of course, the smart ass answer is that occs already do affect the appearance of the transport. Did you ever notice the box that appears around a transport when it has occs? And what about the images of the occs themselves that appear in that box? :-) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220857&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-06-26 17:55:35
|
Feature Requests item #1220857, was opened at 2005-06-14 13:43 Message generated for change (Comment added) made by elijah_meeks You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220857&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: General Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 3 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: Enhanced Completed-Occ Functionality Initial Comment: For complete and incomplete occupants it would be useful if: They are dynamically affected by advances and obsolete advances, so that when you build a new Infantry unit and you've researched Gas Masks, Grenades and Assault Rifles, the Infantry unit has all of these occupants. The specific occupants being built affect the cost of the transport being built. In this way, the above Infantry unit would be more expensive than one that was built with Semi-Automatic Rifles and Simple Helmets. Eventually (Since I see the earlier features as being within the current framework of XConq) they actually affect the appearance of the transport itself. This, of course, is a general occupant feature and not one specifically related to occs-on-creation. ---------------------------------------------------------------------- >Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-26 06:55 Message: Logged In: YES user_id=586338 My understanding was that completed-occs-on-completion was a straight value and not a dice roll. If it's subject to random amounts, then my solution wouldn't work so well, though I still like it for its simplicity. If completed-occs-on-completion was charged to the cost of the transport, it would be transport-cost plus all available occupants (Meaning no occupants that are off-limits due to obsolesence or not having the current advance). In the case of multiple occupants, it could be the cost of the average number of occupants (So, assuming an archer starts with 2d6 arrows, you're charged for the archer plus 7 arrows). With alt-completed-occs-on-completion available, then a designer such as myself, who wanted to have units built for just the cost of the unit and not charged for occupants, I could set it up in the alt- tables. I would then use completed-occs-on-completion for a game like Cast Iron Life (Wherein I wanted to simulate the cost of equiping units) and alt-completed-occs-on-completion for SF Battles (Where I just want to charge for a ship, even if later I want to give the player the ability to build individual systems). ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-25 06:37 Message: Logged In: YES user_id=1158352 I originally suggested occs-on-completion to FOS in the Xconq.org fora to address the issue of not saddling the player with the burden of filling out a transport with occs (I had SF Battles construction in mind) and because I thought that was what he was getting at anyway. It turned out that he had some other possibly fancier ideas he was thinking about. I still haven't heard what those ideas are, but no matter.... The main reason I chose to service this feature request was to allow automatic implicit creation of occs upon the completion of an unit. This is is essentially addressed (and it is the second situation which you mention below). However, what we need to think about now is the first situation that you mention. Handling this had not been part of my original idea or implementation plan. Indeed, it is going to prove somewhat interesting to handle, if we choose to handle it. To reiterate something I said earlier, we need to decide WHEN is the best time to charge for the occs. One possibility is to integrate the cost into the per-build cost while the transport is being built. This increases the compelxity of the construction logic, and must be a predetermined cost. Being a predetermined cost is both a plus and a minus. It is a plus because a straightforward answer can be given about how much it will cost to build something. It is a minus because it cannot account for variable numbers of occs being created on completion. The other possibility is to add a completion barrier (perhaps in the form of a 'complete' action). This would prevent an unit from being complete until its number of occs-on-completion is determined and fully paid for. This is a plus because it accounts for variable numbers of occs on completion. It is a minus because you will not know how much something will cost until it is about to be completed; additionally, this may cause some concern about whether completion could ever actually occur, if the determined number of occs could not be paid for. This is the dilemma I was hinting at in my earlier post to this tracker thread. ---------------------------------------------------------------------- Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-20 12:33 Message: Logged In: YES user_id=586338 As I see it, there are two different situations that would need to be covered here: 1) The total cost of a unit being produced from the standpoint of a modern game. It costs more to produce a regiment of infantry if you're arming them all with machineguns than semiautomatic rifles. It costs less to build equipment when it's created using replaceable parts, that kind of thing. 2) Units that start with standard equipment, wherein the devolopment of equipment is not a part of the game, such as in fantasy games. You don't want to saddle a player with the hassle of hand-building swords and shields for his orcs, so let them be created and some will have swords and others axes and others shields. But maybe a designer wants to build a game where the player can be like Saruman, and give all his orcs the finest armor and weapons, so those weapons will have a cost to be built (He's building them by hand, so they follow the normal consumption-on-creation for any directly-built unit), even if they do show up, randomly, with a created unit (The one Orc with a set of plate-mail, 5d10-49 on the alt-occs-on-completion). I think the solution is rather simple, though I might have missed something: Always charge for any occupant units on the occs-on-completion table. This charge is added to the cost of the unit and the transport cannot be built unless the player can pay the entire material cost of it and its occupants (Nope, you can't build your tank with the optics stripped out, though maybe in the future you can give the player the option to have templated units, wherein he decides the specific occupants created with the unit). On the other hand, alt-occs-on-completion are free. Since it's perfectly reasonable to have: (table alt-occs-on-completion (hover-tank heavy-laser 1) ) A designer still has the option to give units free occupants, as in situation 2, while preserving the ability to charge a player for units with advanced equipment, as in situation 1. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 09:53 Message: Logged In: YES user_id=1158352 OK. The improved checks are now on the CVS trunk. Basically, occs-on-completion are created in the same manner that a normal 'create-in' action would happen, except that ACP and materials are not charged for their creation. As far as the charging extra to create/build/create an unit based on its occs-on-completion, we need to discuss this some more. I would recommend that you put forth a more concrete proposal on the 'xconq-developers' list detailing how and when charging for occs-on-completion should occur. Specifically, I wonder, if the charging should modify the per-create and per-build costs or should it be an additional barrier to completion after the unit has been built? I can see arguments in favor of both. If it is to be a barrier to completion, then we may wish to consider a separate 'complete' action, distinct from 'build' and 'create'. A separate 'complete' action would also allow additional materials charges without respect to occs-on-completion. But, it complicates things a bit, and I am not sure that it is really needed. Charging extra per-build also requires some additional bookkeeping, but should be fairly managable, especially now that the code is in a much more modularized and maintainable form than what I found it in. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 02:28 Message: Logged In: YES user_id=1158352 It is tempting to create a new TableUU, 'consume-for-occs-on-completion', which will determine whether or not materials and ACP are consumed for creating/completing occs-on-completion. As for the actual charges, I think that using the regular consumption tables, where the completed transport is regarded as the constructor, would probably be appropriate. I still want to think more about this.... I will, however, take care of making sure that all the usual construction restrictions apply to occs-on-completion. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-14 15:16 Message: Logged In: YES user_id=1158352 I would recommend that you set up units so that, upon completion, there is an attempt to give them all possible occs-on-completion. Then, those rejected due to obsolescence, etc... will not be placed. I had thought that one of the points of occs-on-completion is that they did NOT affect the cost of the transport being completed. However, I think I see where this argument is headed.... Let me do some more refactoring of the creation and unit completion code later this week. The changes that I will make should take care of making sure that restrictions, such as obsolescence, apply correctly. I think I should also be able to fairly easily modify the ACP and materials requirements for construction to account for occs on completion. Probably we'll want a table or two to control that. We'll see. As far as your last point is concerned, yes, it is a different topic, and one that has pretty much been discussed in other guises. Of course, the smart ass answer is that occs already do affect the appearance of the transport. Did you ever notice the box that appears around a transport when it has occs? And what about the images of the occs themselves that appear in that box? :-) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220857&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-06-26 17:47:22
|
Feature Requests item #1122028, was opened at 2005-02-13 11:56 Message generated for change (Comment added) made by elijah_meeks You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1122028&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Automation: AI Players Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 5 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: AI Displays Unwillingness to Build Certain Units Initial Comment: This behavior can be seen in opal-rules.g. Even though mobile builders like Wizards are treated by the AI as low-builder priority, its use of them is still strange enough to be considered a bug and not simply a failing/feature opportunity. I've never seen a wizard or mage unit of any sort build a spell unit (Either a summoned monster or direct-fire spell). Never. In a looooong time of playtesting. On the other hand, I've seen other mobile units build fortresses and I've even seen, after long periods of time (40+ turns), cities build archers and assassins and mages and other units that the AI just doesn't seem to like. It appears that, while there are units the AI doesn't think are good units, there are also units that it just will not build or build with certain units and I can't see any rhyme or reason to it. The former I can understand and argue for a change to the AI build-decision weighting. The latter I just don't get. ---------------------------------------------------------------------- >Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-26 06:47 Message: Logged In: YES user_id=586338 Don't worry, I got that, I just found it interesting that without any higher-level consideration the AI was still picking different units. Hopefully that means my unit balance in Opal is pretty decent (Though scouts must be more valuable than I expected and I'll need to tone them down a bit.) ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-25 06:16 Message: Logged In: YES user_id=1158352 Actually, the point I was trying to make is that the AI choices essentially have NO complexity right now. The choices are simply random from a weighted list. The weighting simply accounts for various kinds of worths that an unit might have. There is no accounting for demand (for transports, etc...). And, the only filtering that is done is to prevent immobile units from constructing naval units in cells or immobile transports that are not adjacent to liquid terrain. The reason I told you about the simplified choices is that I see it as an opportune time to perform some sorts of game balancing, because the choices are so simple. It is also an opportune time to discover deficiencies in the worth calculations.... ---------------------------------------------------------------------- Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-20 12:18 Message: Logged In: YES user_id=586338 I've run a few opal-rules.g games and see the AI choices to be sufficiently complex enough that multiple AI players are buying different troops. I find it interesting that in the same game one AI player bought hordes of Scouts and no Bowmen, while another bought signficant numbers of Bowmen and only a handful of Scouts while another AI player focused on Halberdiers. Since it's the same AI running each, there is apparently enough complexity now integral to the build decision-making process to produce different unit production based on factors that aren't readily noticed (All of these sides had access to sufficient resources that they weren't forced into one unit-type or another). ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 12:56 Message: Logged In: YES user_id=1158352 I still haven't reinstated the demand-based construction choice weighting yet. Any thoughts on the raw/unplugged weighting currently in use? ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-05-21 08:32 Message: Logged In: YES user_id=1158352 Right now, on the AI development branch, non-ACP-indep units use a simple weighting scheme for deciding which units to construct. The unit's total worth (considering its worth as an offensive unit, defensive unit, base, explorer, etc...) is divided by the number of turns for the potential constructor to complete it. At this moment, no modification is made based on demand (such as for transportation, exploration, etc...). If you have a chance, you should look at the distribution of units being built by this simple logic, and then try to discover which ones have what worths. (You can get that information by looking at the 'unit-type' definitions and tables in a saved game file.) I will be reimplementing demand-based construction, but if you have the opportunity to see how the simple weighting algorithm works in your games, it might prove enlightening. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-03-21 16:14 Message: Logged In: YES user_id=1158352 I am still working on this and other AI issues. I think it is probably best if we classify this as a feature request, otherwise one could file a bug report on the entire AI. ;-) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1122028&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-06-25 17:37:08
|
Feature Requests item #1220857, was opened at 2005-06-15 00:43 Message generated for change (Comment added) made by eric_mcdonald You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220857&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: General Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 3 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: Enhanced Completed-Occ Functionality Initial Comment: For complete and incomplete occupants it would be useful if: They are dynamically affected by advances and obsolete advances, so that when you build a new Infantry unit and you've researched Gas Masks, Grenades and Assault Rifles, the Infantry unit has all of these occupants. The specific occupants being built affect the cost of the transport being built. In this way, the above Infantry unit would be more expensive than one that was built with Semi-Automatic Rifles and Simple Helmets. Eventually (Since I see the earlier features as being within the current framework of XConq) they actually affect the appearance of the transport itself. This, of course, is a general occupant feature and not one specifically related to occs-on-creation. ---------------------------------------------------------------------- >Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-25 17:37 Message: Logged In: YES user_id=1158352 I originally suggested occs-on-completion to FOS in the Xconq.org fora to address the issue of not saddling the player with the burden of filling out a transport with occs (I had SF Battles construction in mind) and because I thought that was what he was getting at anyway. It turned out that he had some other possibly fancier ideas he was thinking about. I still haven't heard what those ideas are, but no matter.... The main reason I chose to service this feature request was to allow automatic implicit creation of occs upon the completion of an unit. This is is essentially addressed (and it is the second situation which you mention below). However, what we need to think about now is the first situation that you mention. Handling this had not been part of my original idea or implementation plan. Indeed, it is going to prove somewhat interesting to handle, if we choose to handle it. To reiterate something I said earlier, we need to decide WHEN is the best time to charge for the occs. One possibility is to integrate the cost into the per-build cost while the transport is being built. This increases the compelxity of the construction logic, and must be a predetermined cost. Being a predetermined cost is both a plus and a minus. It is a plus because a straightforward answer can be given about how much it will cost to build something. It is a minus because it cannot account for variable numbers of occs being created on completion. The other possibility is to add a completion barrier (perhaps in the form of a 'complete' action). This would prevent an unit from being complete until its number of occs-on-completion is determined and fully paid for. This is a plus because it accounts for variable numbers of occs on completion. It is a minus because you will not know how much something will cost until it is about to be completed; additionally, this may cause some concern about whether completion could ever actually occur, if the determined number of occs could not be paid for. This is the dilemma I was hinting at in my earlier post to this tracker thread. ---------------------------------------------------------------------- Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-20 23:33 Message: Logged In: YES user_id=586338 As I see it, there are two different situations that would need to be covered here: 1) The total cost of a unit being produced from the standpoint of a modern game. It costs more to produce a regiment of infantry if you're arming them all with machineguns than semiautomatic rifles. It costs less to build equipment when it's created using replaceable parts, that kind of thing. 2) Units that start with standard equipment, wherein the devolopment of equipment is not a part of the game, such as in fantasy games. You don't want to saddle a player with the hassle of hand-building swords and shields for his orcs, so let them be created and some will have swords and others axes and others shields. But maybe a designer wants to build a game where the player can be like Saruman, and give all his orcs the finest armor and weapons, so those weapons will have a cost to be built (He's building them by hand, so they follow the normal consumption-on-creation for any directly-built unit), even if they do show up, randomly, with a created unit (The one Orc with a set of plate-mail, 5d10-49 on the alt-occs-on-completion). I think the solution is rather simple, though I might have missed something: Always charge for any occupant units on the occs-on-completion table. This charge is added to the cost of the unit and the transport cannot be built unless the player can pay the entire material cost of it and its occupants (Nope, you can't build your tank with the optics stripped out, though maybe in the future you can give the player the option to have templated units, wherein he decides the specific occupants created with the unit). On the other hand, alt-occs-on-completion are free. Since it's perfectly reasonable to have: (table alt-occs-on-completion (hover-tank heavy-laser 1) ) A designer still has the option to give units free occupants, as in situation 2, while preserving the ability to charge a player for units with advanced equipment, as in situation 1. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 20:53 Message: Logged In: YES user_id=1158352 OK. The improved checks are now on the CVS trunk. Basically, occs-on-completion are created in the same manner that a normal 'create-in' action would happen, except that ACP and materials are not charged for their creation. As far as the charging extra to create/build/create an unit based on its occs-on-completion, we need to discuss this some more. I would recommend that you put forth a more concrete proposal on the 'xconq-developers' list detailing how and when charging for occs-on-completion should occur. Specifically, I wonder, if the charging should modify the per-create and per-build costs or should it be an additional barrier to completion after the unit has been built? I can see arguments in favor of both. If it is to be a barrier to completion, then we may wish to consider a separate 'complete' action, distinct from 'build' and 'create'. A separate 'complete' action would also allow additional materials charges without respect to occs-on-completion. But, it complicates things a bit, and I am not sure that it is really needed. Charging extra per-build also requires some additional bookkeeping, but should be fairly managable, especially now that the code is in a much more modularized and maintainable form than what I found it in. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 13:28 Message: Logged In: YES user_id=1158352 It is tempting to create a new TableUU, 'consume-for-occs-on-completion', which will determine whether or not materials and ACP are consumed for creating/completing occs-on-completion. As for the actual charges, I think that using the regular consumption tables, where the completed transport is regarded as the constructor, would probably be appropriate. I still want to think more about this.... I will, however, take care of making sure that all the usual construction restrictions apply to occs-on-completion. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-15 02:16 Message: Logged In: YES user_id=1158352 I would recommend that you set up units so that, upon completion, there is an attempt to give them all possible occs-on-completion. Then, those rejected due to obsolescence, etc... will not be placed. I had thought that one of the points of occs-on-completion is that they did NOT affect the cost of the transport being completed. However, I think I see where this argument is headed.... Let me do some more refactoring of the creation and unit completion code later this week. The changes that I will make should take care of making sure that restrictions, such as obsolescence, apply correctly. I think I should also be able to fairly easily modify the ACP and materials requirements for construction to account for occs on completion. Probably we'll want a table or two to control that. We'll see. As far as your last point is concerned, yes, it is a different topic, and one that has pretty much been discussed in other guises. Of course, the smart ass answer is that occs already do affect the appearance of the transport. Did you ever notice the box that appears around a transport when it has occs? And what about the images of the occs themselves that appear in that box? :-) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220857&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-06-25 17:16:07
|
Feature Requests item #1122028, was opened at 2005-02-13 22:56 Message generated for change (Comment added) made by eric_mcdonald You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1122028&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Automation: AI Players Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 5 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: AI Displays Unwillingness to Build Certain Units Initial Comment: This behavior can be seen in opal-rules.g. Even though mobile builders like Wizards are treated by the AI as low-builder priority, its use of them is still strange enough to be considered a bug and not simply a failing/feature opportunity. I've never seen a wizard or mage unit of any sort build a spell unit (Either a summoned monster or direct-fire spell). Never. In a looooong time of playtesting. On the other hand, I've seen other mobile units build fortresses and I've even seen, after long periods of time (40+ turns), cities build archers and assassins and mages and other units that the AI just doesn't seem to like. It appears that, while there are units the AI doesn't think are good units, there are also units that it just will not build or build with certain units and I can't see any rhyme or reason to it. The former I can understand and argue for a change to the AI build-decision weighting. The latter I just don't get. ---------------------------------------------------------------------- >Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-25 17:16 Message: Logged In: YES user_id=1158352 Actually, the point I was trying to make is that the AI choices essentially have NO complexity right now. The choices are simply random from a weighted list. The weighting simply accounts for various kinds of worths that an unit might have. There is no accounting for demand (for transports, etc...). And, the only filtering that is done is to prevent immobile units from constructing naval units in cells or immobile transports that are not adjacent to liquid terrain. The reason I told you about the simplified choices is that I see it as an opportune time to perform some sorts of game balancing, because the choices are so simple. It is also an opportune time to discover deficiencies in the worth calculations.... ---------------------------------------------------------------------- Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-20 23:18 Message: Logged In: YES user_id=586338 I've run a few opal-rules.g games and see the AI choices to be sufficiently complex enough that multiple AI players are buying different troops. I find it interesting that in the same game one AI player bought hordes of Scouts and no Bowmen, while another bought signficant numbers of Bowmen and only a handful of Scouts while another AI player focused on Halberdiers. Since it's the same AI running each, there is apparently enough complexity now integral to the build decision-making process to produce different unit production based on factors that aren't readily noticed (All of these sides had access to sufficient resources that they weren't forced into one unit-type or another). ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 23:56 Message: Logged In: YES user_id=1158352 I still haven't reinstated the demand-based construction choice weighting yet. Any thoughts on the raw/unplugged weighting currently in use? ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-05-21 19:32 Message: Logged In: YES user_id=1158352 Right now, on the AI development branch, non-ACP-indep units use a simple weighting scheme for deciding which units to construct. The unit's total worth (considering its worth as an offensive unit, defensive unit, base, explorer, etc...) is divided by the number of turns for the potential constructor to complete it. At this moment, no modification is made based on demand (such as for transportation, exploration, etc...). If you have a chance, you should look at the distribution of units being built by this simple logic, and then try to discover which ones have what worths. (You can get that information by looking at the 'unit-type' definitions and tables in a saved game file.) I will be reimplementing demand-based construction, but if you have the opportunity to see how the simple weighting algorithm works in your games, it might prove enlightening. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-03-22 03:14 Message: Logged In: YES user_id=1158352 I am still working on this and other AI issues. I think it is probably best if we classify this as a feature request, otherwise one could file a bug report on the entire AI. ;-) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1122028&group_id=124062 |
From: Eric M. <mcd...@ph...> - 2005-06-21 00:00:51
|
Elijah Meeks wrote: > If so, could you punch up a little GDL demo showing > how to link it to CxP and all. I haven't done much > work with GDL's new math capabilities (I know, it's > not that new anymore, I'm falling behind the developer > curve...) and I think this would prove useful to me. I doubt it is the magic bullet you're looking for, but, yes, it should still prove useful just because it can save work, and make updating things easier. You could try to use something like the following example: (unit-type orc-1 (name "Orc (Level 1)")) (unit-type orc-2 (name "Orc (Level 2)")) ... (unit-type orc-5 (name "Orc (Level 5)")) (unit-type orc-warlord (name "Orc Warlord")) (define orc-u* (orc-1 orc-2 orc-3 orc-4 orc-5)) (define orc-upgrade-u* (append (remove orc-1 orc-u*) orc-warlord)) (define xp-levels (1 2 3 4 5)) ; orc-1 needs 100 CXP to auto-upgrade to orc-2, orc-2 needs 400 CXP, ..., orc-5 needs 2500 CXP (define orc-cxp (* xp-levels xp-levels 100)) (table cxp-to-change-type (orc-u* orc-upgrade-u* orc-cxp) ) (add orc-u* auto-upgrade-to orc-upgrade-u*) ; orc-1 does 1d4+1, orc-2 does 2d4+1, ..., orc-5 does 5d4+1 (define orc-damage-dice (+ 16384 1 (* (- 4 2) 128) (* (- xp-levels 1) 2048))) (table damage (orc-u* u* orc-damage-dice) ) Maybe this example isn't big enough to convince you, but imagine if you had 15 levels or more complex formulae.... Eric |
From: SourceForge.net <no...@so...> - 2005-06-20 23:33:12
|
Feature Requests item #1220857, was opened at 2005-06-14 13:43 Message generated for change (Comment added) made by elijah_meeks You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220857&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: General Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 3 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: Enhanced Completed-Occ Functionality Initial Comment: For complete and incomplete occupants it would be useful if: They are dynamically affected by advances and obsolete advances, so that when you build a new Infantry unit and you've researched Gas Masks, Grenades and Assault Rifles, the Infantry unit has all of these occupants. The specific occupants being built affect the cost of the transport being built. In this way, the above Infantry unit would be more expensive than one that was built with Semi-Automatic Rifles and Simple Helmets. Eventually (Since I see the earlier features as being within the current framework of XConq) they actually affect the appearance of the transport itself. This, of course, is a general occupant feature and not one specifically related to occs-on-creation. ---------------------------------------------------------------------- >Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-20 12:33 Message: Logged In: YES user_id=586338 As I see it, there are two different situations that would need to be covered here: 1) The total cost of a unit being produced from the standpoint of a modern game. It costs more to produce a regiment of infantry if you're arming them all with machineguns than semiautomatic rifles. It costs less to build equipment when it's created using replaceable parts, that kind of thing. 2) Units that start with standard equipment, wherein the devolopment of equipment is not a part of the game, such as in fantasy games. You don't want to saddle a player with the hassle of hand-building swords and shields for his orcs, so let them be created and some will have swords and others axes and others shields. But maybe a designer wants to build a game where the player can be like Saruman, and give all his orcs the finest armor and weapons, so those weapons will have a cost to be built (He's building them by hand, so they follow the normal consumption-on-creation for any directly-built unit), even if they do show up, randomly, with a created unit (The one Orc with a set of plate-mail, 5d10-49 on the alt-occs-on-completion). I think the solution is rather simple, though I might have missed something: Always charge for any occupant units on the occs-on-completion table. This charge is added to the cost of the unit and the transport cannot be built unless the player can pay the entire material cost of it and its occupants (Nope, you can't build your tank with the optics stripped out, though maybe in the future you can give the player the option to have templated units, wherein he decides the specific occupants created with the unit). On the other hand, alt-occs-on-completion are free. Since it's perfectly reasonable to have: (table alt-occs-on-completion (hover-tank heavy-laser 1) ) A designer still has the option to give units free occupants, as in situation 2, while preserving the ability to charge a player for units with advanced equipment, as in situation 1. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 09:53 Message: Logged In: YES user_id=1158352 OK. The improved checks are now on the CVS trunk. Basically, occs-on-completion are created in the same manner that a normal 'create-in' action would happen, except that ACP and materials are not charged for their creation. As far as the charging extra to create/build/create an unit based on its occs-on-completion, we need to discuss this some more. I would recommend that you put forth a more concrete proposal on the 'xconq-developers' list detailing how and when charging for occs-on-completion should occur. Specifically, I wonder, if the charging should modify the per-create and per-build costs or should it be an additional barrier to completion after the unit has been built? I can see arguments in favor of both. If it is to be a barrier to completion, then we may wish to consider a separate 'complete' action, distinct from 'build' and 'create'. A separate 'complete' action would also allow additional materials charges without respect to occs-on-completion. But, it complicates things a bit, and I am not sure that it is really needed. Charging extra per-build also requires some additional bookkeeping, but should be fairly managable, especially now that the code is in a much more modularized and maintainable form than what I found it in. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 02:28 Message: Logged In: YES user_id=1158352 It is tempting to create a new TableUU, 'consume-for-occs-on-completion', which will determine whether or not materials and ACP are consumed for creating/completing occs-on-completion. As for the actual charges, I think that using the regular consumption tables, where the completed transport is regarded as the constructor, would probably be appropriate. I still want to think more about this.... I will, however, take care of making sure that all the usual construction restrictions apply to occs-on-completion. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-14 15:16 Message: Logged In: YES user_id=1158352 I would recommend that you set up units so that, upon completion, there is an attempt to give them all possible occs-on-completion. Then, those rejected due to obsolescence, etc... will not be placed. I had thought that one of the points of occs-on-completion is that they did NOT affect the cost of the transport being completed. However, I think I see where this argument is headed.... Let me do some more refactoring of the creation and unit completion code later this week. The changes that I will make should take care of making sure that restrictions, such as obsolescence, apply correctly. I think I should also be able to fairly easily modify the ACP and materials requirements for construction to account for occs on completion. Probably we'll want a table or two to control that. We'll see. As far as your last point is concerned, yes, it is a different topic, and one that has pretty much been discussed in other guises. Of course, the smart ass answer is that occs already do affect the appearance of the transport. Did you ever notice the box that appears around a transport when it has occs? And what about the images of the occs themselves that appear in that box? :-) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220857&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-06-20 23:18:54
|
Feature Requests item #1122028, was opened at 2005-02-13 11:56 Message generated for change (Comment added) made by elijah_meeks You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1122028&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Automation: AI Players Group: pre-7.5 CVS / prerelease Status: Open Resolution: None Priority: 5 Submitted By: Elijah Meeks (elijah_meeks) Assigned to: Nobody/Anonymous (nobody) Summary: AI Displays Unwillingness to Build Certain Units Initial Comment: This behavior can be seen in opal-rules.g. Even though mobile builders like Wizards are treated by the AI as low-builder priority, its use of them is still strange enough to be considered a bug and not simply a failing/feature opportunity. I've never seen a wizard or mage unit of any sort build a spell unit (Either a summoned monster or direct-fire spell). Never. In a looooong time of playtesting. On the other hand, I've seen other mobile units build fortresses and I've even seen, after long periods of time (40+ turns), cities build archers and assassins and mages and other units that the AI just doesn't seem to like. It appears that, while there are units the AI doesn't think are good units, there are also units that it just will not build or build with certain units and I can't see any rhyme or reason to it. The former I can understand and argue for a change to the AI build-decision weighting. The latter I just don't get. ---------------------------------------------------------------------- >Comment By: Elijah Meeks (elijah_meeks) Date: 2005-06-20 12:18 Message: Logged In: YES user_id=586338 I've run a few opal-rules.g games and see the AI choices to be sufficiently complex enough that multiple AI players are buying different troops. I find it interesting that in the same game one AI player bought hordes of Scouts and no Bowmen, while another bought signficant numbers of Bowmen and only a handful of Scouts while another AI player focused on Halberdiers. Since it's the same AI running each, there is apparently enough complexity now integral to the build decision-making process to produce different unit production based on factors that aren't readily noticed (All of these sides had access to sufficient resources that they weren't forced into one unit-type or another). ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-06-19 12:56 Message: Logged In: YES user_id=1158352 I still haven't reinstated the demand-based construction choice weighting yet. Any thoughts on the raw/unplugged weighting currently in use? ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-05-21 08:32 Message: Logged In: YES user_id=1158352 Right now, on the AI development branch, non-ACP-indep units use a simple weighting scheme for deciding which units to construct. The unit's total worth (considering its worth as an offensive unit, defensive unit, base, explorer, etc...) is divided by the number of turns for the potential constructor to complete it. At this moment, no modification is made based on demand (such as for transportation, exploration, etc...). If you have a chance, you should look at the distribution of units being built by this simple logic, and then try to discover which ones have what worths. (You can get that information by looking at the 'unit-type' definitions and tables in a saved game file.) I will be reimplementing demand-based construction, but if you have the opportunity to see how the simple weighting algorithm works in your games, it might prove enlightening. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2005-03-21 16:14 Message: Logged In: YES user_id=1158352 I am still working on this and other AI issues. I think it is probably best if we classify this as a feature request, otherwise one could file a bug report on the entire AI. ;-) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1122028&group_id=124062 |