Shard 0.4/dev
Moderators: hoijui, Moderators
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
I'll put my config up in 3-4 hours.
I've researched the error a bit and "topic 3" is EVENT_UPDATE
I've done something different to your suggestion with regard to offsets thus far, instead modifying the spot map in spot_handler.lua.
I've researched the error a bit and "topic 3" is EVENT_UPDATE
I've done something different to your suggestion with regard to offsets thus far, instead modifying the spot map in spot_handler.lua.
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
and it's only the change in spothandler to add 64 to the position that causes this? Removing those 2 lines fixes the error?
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
I can't be sure of that because without mexes it never makes any units worth mentioning.
Running the same config on a 96.0 Shard, it had a 30-minute duel with CAI to its own bitter end.
There might be an engine or compatibility bug.
Running the same config on a 96.0 Shard, it had a 30-minute duel with CAI to its own bitter end.
There might be an engine or compatibility bug.
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Interestingly enough, it just beat a CAI at titan duel at 97.0.1-43 and no error spam.
Mysteriouser and mysteriouser.
Mysteriouser and mysteriouser.
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Is it possible to add XTA support?
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
If XTA doesn't do ZK-style gadget mexes, Shard can probably already XTA.
Otherwise, should be easy, but my interest is in making a basically functioning AI for stress-testing ZK in realistic environment (that is, when a player is not executed as a LuaRules task)
---
Is there a way to extract metal extraction radius from engine via Shard? Alternatively, is lua io stuff allowed in Shard Lua?
It seems that on some maps the "add 64" strategy still fails, so i've been thinking of just downloading the metal config from ZK somehow.
An alternative would be to establish some game-lua -> shard-lua messaging system. I know this question has been raised but i have no recollection to what came out of it.
Otherwise, should be easy, but my interest is in making a basically functioning AI for stress-testing ZK in realistic environment (that is, when a player is not executed as a LuaRules task)
---
Is there a way to extract metal extraction radius from engine via Shard? Alternatively, is lua io stuff allowed in Shard Lua?
It seems that on some maps the "add 64" strategy still fails, so i've been thinking of just downloading the metal config from ZK somehow.
An alternative would be to establish some game-lua -> shard-lua messaging system. I know this question has been raised but i have no recollection to what came out of it.
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
There is a mex-upgrader gadget, but that's probably not what you mean. XTA works very similar to ba, nota and techa. Some differences though: as the moho uses 300 energy to run the ai must first build energy. But I suppose it knows those things.
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
No reason whatsoever that it can't happen if XTA is what I remember it to be like, just define the relevant build orders and list the attackers etc
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
XTA is the same, just some bugs have been converted to zombies.
Should I make a pull request? I looked at the BA folder of shard and saw a bunch of files. Is there a list of what files are needed and processed?
Should I make a pull request? I looked at the BA folder of shard and saw a bunch of files. Is there a list of what files are needed and processed?
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Shard will load its own files, if you provide an xta subfolder, it will load its own files but if one is in that folder it will 'prefer' it.
As a bare minimum use Kernel Panic as an example:
https://github.com/Tarendai/Shard/tree/ ... data/ai/KP
As a bare minimum use Kernel Panic as an example:
https://github.com/Tarendai/Shard/tree/ ... data/ai/KP
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Ok, and if I do that, how can I test the ai? Do I need to wait for a new version of spring dev for each time I test changes? Isn't the AI supplied with the engine?
Currently in XTA, Shard does nothing.
Currently in XTA, Shard does nothing.
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Yes but there's nothing stopping you making lua changes, and i'm quite happy for you to redistribute Shard under a new name or version so long as you state it's based on Shard ( though there's nothing to prevent you if you don't )
Any changes you make, also put in a pull request so they're in the next official version
In the longrun it'd be great if somebody could implement the API using Spring gadget APIs so it could be distributed more flexibly
Any changes you make, also put in a pull request so they're in the next official version
In the longrun it'd be great if somebody could implement the API using Spring gadget APIs so it could be distributed more flexibly
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Is there any way of getting map extractor radius in Shard without modifying its cpp code? It seems the Java AI interface(s) can do it.
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
I'd need to modify the C++ portion
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
This was a story about how i hacked cpp, while the actual problem was that in zk, the names of default commander differ between local and online play, while the config was too dumb to assign anything it got as commander.Now that this is out of the way, Shard can somewhat play ZK and even have a decent winrate vs CAI.
However, the same shard that does this in local games seems to not do anything when playing online? It seems that is somehow because it doesn't load the config.
Update: i've checked Lua load path for when running in both modes by hacking the cpp part slightly, and they're identical.
It seems that when running in a proper netgame, the subfolder overrides don't load.
- prandipadaro
- Posts: 98
- Joined: 19 Oct 2011, 22:38
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Hi
i try to work on shard and i have a problem
i try to give an reclaim order to a unit with
where XXX is obteined from another unit with:
does not work, can you help me?
EDIT:
actually the unit starts to reclaim, but immediately it stops.
the work is performed only if it is the only one available for that unit
i try to work on shard and i have a problem
i try to give an reclaim order to a unit with
Code: Select all
function reclaim_test(self)
order=CustomCommand(self.unit:Internal(), CMD_RECLAIM, {XXX})
return order
end
Code: Select all
XXX=self.unit:Internal():ID()
EDIT:
actually the unit starts to reclaim, but immediately it stops.
the work is performed only if it is the only one available for that unit
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
There's a lot of surrounding context here missing, and that it starts to reclaim then immediatley stops suggests you have implemented a system that's running alongside another system and the two aren't aware of each other. Where is the reclaim order being given?
- prandipadaro
- Posts: 98
- Joined: 19 Oct 2011, 22:38
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
the reclaim order is in the BA/taskqueues.lua
-- mobile construction units:
in the queue of
after
-- mobile construction units:
in the queue of
Code: Select all
local anyConUnit={
Code: Select all
BuildHeavyishAA,