BA Shard config

BA Shard config

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zoggop
Posts: 289
Joined: 07 Sep 2010, 18:47

BA Shard config

Post by zoggop »

it's still under development, but if there's no forum post, it doesn't exist.

if you want to try it out, download https://www.dropbox.com/s/xrqeholay0prjrb/ShardBA.zip and unzip the BA directory into Spring/AI/Skirmish/Shard/dev/ai/ (it will overwrite the BA dir)

https://github.com/zoggop/Shard/tree/master/data/ai/BA

the widget i use to collect data from BA's UnitDefs and store it in a lua table can be found at: https://github.com/zoggop/ShardBAHelperWidgets

todo list: https://www.dropbox.com/s/lse7m2mmsvjav6z/README.md

some features:
- simulates LOS and scouts
- adapts to different kinds of maps (all unit types are supported)
- manages build assistants / reclamation
- manages defending units (when these units aren't yet attacking)
- micromanages raid units
- builds base defense structures semi-intelligently
- will nuke and bombard with long-range plasma
Last edited by zoggop on 29 Dec 2013, 21:09, edited 9 times in total.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: BA Shard config

Post by Beherith »

Wow, that is excellent stuff :) How would one go about including it into BA (BAR actually)?

Does Shard's license allow it? If I gave you commit access the the BA/BAR repo, would you be willing to add it?
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zoggop
Posts: 289
Joined: 07 Sep 2010, 18:47

Re: BA Shard config

Post by zoggop »

Beherith wrote:Wow, that is excellent stuff :) How would one go about including it into BA (BAR actually)?

Does Shard's license allow it? If I gave you commit access the the BA/BAR repo, would you be willing to add it?
Good question. It looks like AF released it under the LGPL V2 license. It would make sense for the license to allow it (after all Shard is already included as a compiled library in Spring engine releases), but I'll ask AF. I'd be happy to add it to the BAR repo, but I should really fix the crashing every other game issue before I do, no?
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: BA Shard config

Post by abma »

including it in BA would require to make it a lua-ai. when it works your changes could be included directly in shard as well, so its up to you :-)

not sure whats better, having a lua ai would allow to update it without updating the engine / replace files there.

could be possible that it already works: to just add ai/BA to the game and shard loads it?!
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zoggop
Posts: 289
Joined: 07 Sep 2010, 18:47

Re: BA Shard config

Post by zoggop »

converting it to a lua ai (a gadget, right?) sounds like a lot of work, but now that you mention it, that probably would've made more sense :-P
abma wrote:could be possible that it already works: to just add ai/BA to the game and shard loads it?!
i just tried it, and shard just loads the default config. building a kbot lab on a totally flat map never looked so sad.
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