tree regenerating

tree regenerating

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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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

tree regenerating

Post by emmanuel »

for mod like antic medieval the trees is a essential feature not wind or solar generator
i suggest to code a natural-raise tree feature like the god-game(not remind title)
for modern mods this look cool because'crushstenght' new feature is not friendly for ecological (and energy)

another wish is about 'rebuild map elevation' new feature : is better to choise to elevate or lower ground for build trench or flat hills like earth2150 rts or simcity editor
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

aGorm it's happening again......
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SinbadEV
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Post by SinbadEV »

Also... the game is called "Black&White"... and the tree thing is endless teh awsomes...
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Das Bruce
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Post by Das Bruce »

Back into the dark ages. :roll:
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

I spent countless hours and hours wattering/growing/transplanting and harvesting trees... I need to go back to that game someday... but everything took way to long to do... and the stupid creatures drove me crazy...
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emmanuel
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Post by emmanuel »

oh transplantig :a good feature was don t found in game...
yes about AI aprentice very limited memory timing
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

:roll: All we need is for devs to optimize engine so that even 1000s of features wont lag a lot and we can make every tree a feature and then have a yet-to-be-created Gaia AI that has units that "grow" trees (features" every now and then :roll:
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Argh
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Post by Argh »

We have a Gaia AI. I just haven't made content to prove it with... yet.
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jcnossen
Former Engine Dev
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Post by jcnossen »

Wouldn't really call anything gaia AI though...
- features can't have scripts
- you can't automatically assign a group AI to features
- iirc maps can't define units to be placed in the map like they can for features.
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AF
AI Developer
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Post by AF »

wrong

NTAI builds whatever you tell it to, including features

NTAI can have its attack routines disabled turning it into a neutral player

Features like that can instead be spawned as units created by an AI

GroupAIs arent needed because you can use globalAI helpers by adding the ai tag to a player in the script, or using a GAIA race with GAIA=1; in NTAI's mod definitions

GAIA is possible with NTAI, though NTAI could do with further GAIA support, and a mod that had a use of GAIA.....
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jcnossen
Former Engine Dev
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Post by jcnossen »

Even though you have some support for setting your AI to simulate a gaia race, it's still a workaround.

I'm talking about a map specifiying some units that are created automatically, which shouldn't have anything to do with an external AI dll (AI dll's would be optional)
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emmanuel
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Post by emmanuel »

in ota the gaya ai have beast it seems and meteor too "
and about a cycling weather day night and rain snow fog
fog of war feature request )not a l option
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AF
AI Developer
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Post by AF »

That wasnt a gaia AI that was just a weapon that randomly fired at a location on the map given a few parameters such as frequency strength etc
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

in ota the gaya ai have beast it seems and meteor too "
and about a cycling weather day night and rain snow fog
fog of war feature request )not a l option
History repeats itself :)
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

what diferent beetween ai or random feature...
and ota monsters???
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

A possible sollution to the FoW problem might be volumetric fog? where ever a unit is the fog dissipates? just a thought.

I do agree, trees growing back would be nice, it's so easy in TA and Spring to completely destroy forrests, they are nice scenery!
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

I think clearly what we want here is for trees to slowly regrow over time. It isn't like that discussion has ever become a massive flamewar before, so lets talk about that... :roll:

I think it would be great to have more feature intellegence. Not that "trees" per say should regrow, but things like regrowing could be useful for some maps/mods.
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emmanuel
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Post by emmanuel »

always about features :
i don t understand the correct use of crushstrenght parameter (or another permit to destroy by dozer/pushing )
is aplying to feature or just trees?
is ennemy units may be given crushing damage too
can i add in gamedata new footprint crushstrenght?
i try to add footprint=1 but it seem not fonctionnal without path founding for this
is possibl a foot print=0.5 or footprint=12 ???
is a crushstrenght=1000 destroy a ennemy tank/kbot level1 when contact it ??
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AF
AI Developer
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Post by AF »

The AI is different from the random palcement is that there is an udnerlying logic guiding and not a globalized random generator that has enginewide capabilities making it a demigod ingame.
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

so if a not random placing but a max unit and a weight unit is Ai for you me i prefere thinking the ai is a pathfinding or a priority in building/targeting
for me the real AI is when a unit choose to attack between multi target the most valor and dangerous for it self and possible to kill
the AI base for me is wait for slower friendly unit when move
the ai is when a rapido light reco past without stop prox to commandeur and turn around for spoting

AND the ai is when the vulcan or bertha not purchase 3 minut a unvisibl mobil unit seen a second by a plane before then darkness getback
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