Author Topic: Calling all coders - please help me test Infected AI v2!  (Read 4532 times)

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annikk.exe

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Re: Calling all coders - please help me test Infected AI v2!
« Reply #45 on: December 30, 2010, 01:34:01 AM »
Just spent an hour trying to fix 1 stupid bug.  The problem looked obvious, I couldn't understand why my fix wasn't working.

I only just worked it out.

I was looking at the wrong freaking file.

>.<

annikk.exe

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Re: Calling all coders - please help me test Infected AI v2!
« Reply #46 on: December 30, 2010, 04:50:45 AM »
Well, after another mammoth coding session, that's v0.2 done.

This new version brings new features, behavioural changes, and efficiency improvements.
See the original post in this topic for full details.  :>

annikk.exe

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Re: Calling all coders - please help me test Infected AI v2!
« Reply #47 on: December 30, 2010, 06:14:20 PM »
Here's a list of new things that will be in the next version, 2.3.


  • If invaded, the AI will leave some seedlings from the main swarm to finish off any attackers once the main part of the attack is over, rather than charging off again as soon as the attackers are reduced to below about 20.
  • In v2.2 the AI would occasionally sit on 2 adjacent fully-built asteroids, both with metric 500, and do nothing for several minutes - for no apparent reason.  This is fixed.
« Last Edit: December 30, 2010, 06:26:42 PM by annikk.exe »

AWS

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Re: Calling all coders - please help me test Infected AI v2!
« Reply #48 on: December 30, 2010, 09:07:39 PM »
test no.2 -

im 4 roids in to my 42 roid map, barely even begun, and i attack with 150seedlings to an empty but fully dyson-tree built roid. within 5 seconds im swarmed by over 1200enemy seedlings.!!!! ??? :o
i cant even break out of my own starting 'safe zone'....

 how does one edit or tweak these kinds of variables?!

 ;)

annikk.exe

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Re: Calling all coders - please help me test Infected AI v2!
« Reply #49 on: December 30, 2010, 09:16:44 PM »
Have you tried reducing the amount of seeds the AI starts with?

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Re: Calling all coders - please help me test Infected AI v2!
« Reply #50 on: December 30, 2010, 10:14:53 PM »
yeah. am in the process of tweaking a few things actually. but that was my main focus.
i think im going to have to alter the way the player starts the map too. its a bit too 'tunnel' like in the early game, esp. with this AI ! :)
- by way of roid placement, player ID's, etc, as well as seed counts, etc (+more roids)
im also increasing the explosion power radius for mines to be a lot more powerful and useful as offensive weaponry against these massive swarms that can occur.
being outnumbered 10/15:1 isn't good  8)
plus, i think mines should be more... mine-like, not just a useful laser-weapon but upon death also, they should have some weighty impact, imo.

aws

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Re: Calling all coders - please help me test Infected AI v2!
« Reply #51 on: December 30, 2010, 10:20:33 PM »
Hmm, it might be possible to write some special code to destroy all enemy seedlings around a planet when a mine dies...

Rudolf

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Re: Calling all coders - please help me test Infected AI v2!
« Reply #52 on: December 30, 2010, 11:45:04 PM »
yeah. am in the process of tweaking a few things actually. but that was my main focus.
i think im going to have to alter the way the player starts the map too. its a bit too 'tunnel' like in the early game, esp. with this AI ! :)
- by way of roid placement, player ID's, etc, as well as seed counts, etc (+more roids)
im also increasing the explosion power radius for mines to be a lot more powerful and useful as offensive weaponry against these massive swarms that can occur.
being outnumbered 10/15:1 isn't good  8)
plus, i think mines should be more... mine-like, not just a useful laser-weapon but upon death also, they should have some weighty impact, imo.

aws

I am toying with the idea of making mine deaths more destructive. Partially due to the super seedlings slightly unbalancing play at the moment. Not that I think it is a huge problem though. 
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AWS

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Re: Calling all coders - please help me test Infected AI v2!
« Reply #53 on: December 31, 2010, 10:21:30 PM »
yeah. am in the process of tweaking a few things actually.
...
im also increasing the explosion power radius for mines to be a lot more powerful and useful as offensive weaponry against these massive swarms that can occur.
being outnumbered 10/15:1 isn't good  8)
plus, i think mines should be more... mine-like, not just a useful laser-weapon but upon death also, they should have some weighty impact, imo.


I am toying with the idea of making mine deaths more destructive. Partially due to the super seedlings slightly unbalancing play at the moment. Not that I think it is a huge problem though. 

:D
yes, i have been toying with the idea for a while now. at first i thought it wasnt necessary to increase this side of mine-related death but with annikk's AIv2, i feel its about time. there should be greater depth to one's options.
so far, ive got my flowers with 7 'petals' and have been experimenting with a slightly increased detection radius to start blasting away from further away, but with each petal being very slightly weaker. then upon death, blasting into a surprisingly large burst as a final goodbye to the enemy!
i like the theory, but getting it right in game is harder...
...we'll get there though

aws

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Re: Calling all coders - please help me test Infected AI v2!
« Reply #54 on: January 01, 2011, 12:58:57 AM »
test 3. i look away from the screen for 2minutes to see annikk's gorgeous kitten pics and then when i click back to the game i see the enemy has taken over all bar 2 of my roids!!!
im being annihilated over and over...

i feel small and pathetic  :'(


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Re: Calling all coders - please help me test Infected AI v2!
« Reply #55 on: January 01, 2011, 01:25:33 AM »
Yeah, Annikk’s AI uses vicious tactical kittenz which reach even out of the game …
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annikk.exe

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Re: Calling all coders - please help me test Infected AI v2!
« Reply #56 on: January 01, 2011, 03:27:13 AM »
The AI should probably start with about the same about of seedlings (and dyson trees) as the player.. :>

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Re: Calling all coders - please help me test Infected AI v2!
« Reply #57 on: January 01, 2011, 03:28:49 PM »
ah. ok.
at the mo they start with about twice as many...

i had a most excellent game last night. testing things out. discovered some radius/ send dist. issues but only managed to get half way through my map. which took over 1.5hrs. there isnt one minute of let up from the enemy. its utterly relentless!
ive also been writing a dev blog in notepad to go along with this release. it details all my processes for those who care about such things.  ;)
needless to say, epic is a word for the constant feeling of battle-hardening you get with this AI engine.
you've got a masterpiece here annikk.

is it possible for the user, ie me, to alter the AI's determinations? eg, instead of only attacking after they have over 300seeds, i can change that to 200 or 400, etc? or other variables? or is it written that it a closed container of code?
just wondering how much, if any, control an individual can have on your code..


aws

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Re: Calling all coders - please help me test Infected AI v2!
« Reply #58 on: January 01, 2011, 09:27:32 PM »
annikk. your addition to my victory condition code has meant that the 'win' message does not pop up at the end of the level.
can you take a look at tell me why, pls?

Code: [Select]
if GetEmpire(2):GetNumOwnedAsteroids() == 0 and GetEmpire(3):GetNumOwnedAsteroids() == 0 then

if Timer < GetGameTime() + 5 then -- annikk's additions
Timer = GetGameTime() + 5 -- enables a pause between conquering the roid and the end game message.
end

if Timer == GetGameTime() then

Pause()
MessageBox("You have controlled The Entire Region. This is most excellent news!   Be pleased that you have conquered another bunch of pesky inter-galactic hooligans.")
WaitDialog()
Unpause()
Quit(true)
[color=red]end[/color]
end


if GetEmpire(1):GetNumOwnedAsteroids() == 0 then
Pause()
MessageBox("Calamity! Total DEFEAT! ...The Central Region is a hostile place indeed... ")
WaitDialog()
Unpause()
Quit(false)
end

is the 'end' i tried to highlight in red, unnecessary? i cant see why its there. the win conidition has it but the loss does not. and the loss message certainly does show upon defeat. however, upon taking it out and testing it, the level wont load so ive left it in.
otherwise its something to do with your timer addition methinks...

AWS

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Re: Calling all coders - please help me test Infected AI v2!
« Reply #59 on: January 01, 2011, 09:29:33 PM »
oh, and hows beta 0.2 coming along? is it ready to use yet?