0.73b1 test release 4, pretty much the final 0.73b1 version - Page 3

0.73b1 test release 4, pretty much the final 0.73b1 version

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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chlue
Posts: 101
Joined: 28 Dec 2005, 20:48

Post by chlue »

If you maximize the minimap, the button to resize them to the previous size is not clickable, because it is hidden under the energy/metallbar.

Is there a way to controll the behavior of the ecomony group-ai? In aa a lvl2 constuction unit prefers to build clusters of fussions and metalmakers, instead of mohomines. Additional it is not a good idea to build clusters of fussions, if there is place available.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Hm use the mex upgrader AI instead.
colorblind
Spring Developer
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Joined: 14 Mar 2005, 12:32

Post by colorblind »

chlue wrote:Is there a way to controll the behavior of the ecomony group-ai? In aa a lvl2 constuction unit prefers to build clusters of fussions and metalmakers, instead of mohomines. Additional it is not a good idea to build clusters of fussions, if there is place available.
It should try to build moho's first if there are metalspots available. Make sure you set an area which covers some metalspots.

And yes, it clusters some buildings for which it isn't really a good idea (fusions tend to blow each other up if one goes). The reason for this is that there's no way to read explosions radii from the AI interface atm.

But remember that it's only an AI. If you want better control, you'll just have to manage your economy yourself :).
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Would there be a way to indicate when a building is hazardous to be built, that the AI could read?

If I just had to add "hazardous=1;" to a couple dozen FBIs, it'd be no work at all.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I think it could just read the damage and radius from the ExplodeAs weapon.
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Caydr
Omnidouche
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Post by Caydr »

He just said that wasn't possible though.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

Just something I noted.. When a bomber is given a fuel tag and set to expend all their fuel when firing bombs (thus to limit to only one bombing pass per reload) it will start to turn after firing the first bomb in the sequence thus causing the bomb path to curve.. I dont know how complicated or not this would be, Im sure it would have the same problem with burst fire weapons, Is there anyway to have it not register the fuel loss till a split second after the weapon is done firing..
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

^Try making the bombs use 0 fuel, tyhen detecting when it fires in script, and a few seconds later force-firing a second weapon, that does nothing but use fuel, from the script...


On another note, the Economy AI seems to crash the game a lot in E&E...
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

probably cause with a lack of metal makers, metal gens, and other extra resourcing methods its got nothing to build. Stick with the upgrader AI and lay down ur own power plants its better that way (esp. since teh AI will clump em together and u don't want that)
zorbawic
Posts: 107
Joined: 07 May 2006, 15:09

Post by zorbawic »

How about turning the order from attack to patrol the ground to the place where the enemy unit was seen last and stop there when its not in radars range ?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Maybe make fuel use apply to a weapon once the burst is finished instead of when the burst starts?
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

some lasers, like penetrator and spider lasers, look new and flashy.


Some others as sumo, do look the same as current version.

also, the sumo laser has smoke, and does not have that cool flsh effect on it.


Why?

you need to change something in the fbi or weapon info?

or it should be automatic?

Zomg penetrators
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

j5mello wrote:probably cause with a lack of metal makers, metal gens, and other extra resourcing methods its got nothing to build. Stick with the upgrader AI and lay down ur own power plants its better that way (esp. since teh AI will clump em together and u don't want that)
Still, it shouldnt crash, it should give some error message or somthing...
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Is any of you able to use shift+building?

I can't line/box/square build anymore, Spacing w/ Shift+x/z doesn't work anymore.

Is this part of the new key binding style dilemma?
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Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

I can box/line build, but the spacing keys (I use keyboard cos I don't have a 5-button mouse) don't seem to work
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

I can't access my start menu when the new lobby is activated.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

mongus wrote:some lasers, like penetrator and spider lasers, look new and flashy.


Some others as sumo, do look the same as current version.

also, the sumo laser has smoke, and does not have that cool flsh effect on it.


Why?

you need to change something in the fbi or weapon info?

or it should be automatic?

Zomg penetrators
Mod, not developer. Seriously, when you post that in here you could be talking about ANY ta-based mod.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Neuralize wrote:I can't access my start menu when the new lobby is activated.
That has already been told here, page 2 or so.
Caydr wrote:Mod, not developer. Seriously, when you post that in here you could be talking about ANY ta-based mod.
? xta v7 is the only mod included with dev version.
question stands, its regular v7 or modified? (im lazy to look for fbi tags.. ok one sec looking at svn changelog).

btw, test server is down.

oh and the new key bidding system is bit more laggy than old one.
Current seems more responsive to me, anything that can be done there?
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

testing aai with latest svn build and aa2.11

i got the impression that some laser weapons do much more damage compared to 0.72b1. especially llts and weasels became quite powerful (off course i didnt touch the mod files)
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

mongus wrote:? xta v7 is the only mod included with dev version.
question stands, its regular v7 or modified? (im lazy to look for fbi tags.. ok one sec looking at svn changelog).
Regular.
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