Author Topic: Infinity (level)  (Read 9018 times)

0 Members and 1 Guest are viewing this topic.

annikk.exe

  • Achiever
  • Ent
  • ****
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 1,794
Re: Infinity (level)
« Reply #15 on: June 15, 2010, 02:56:53 PM »
Thanks for the feedback threephi.  :>


Hmm, that is a fairly serious bug...  and just another reason why I want to completely overhaul the AI engine.

It will be less hap-hazard this time around.  As well as the notion of connected asteroids checking their neighbours and building a "metric network" in order to guide seeds to where they are needed, I will also be introducing an OSI-style formal layered structure.  This will take more concepts directly from real-world networking.  The idea is that layers below perform services for layers above.

For example, the very bottom layer will likely be the layer that defines which asteroids will be checked.  Currently the engine simply picks a random asteroid belonging to the AI on each game cycle.
The layer above it will be responsible for creating the arrays of data defining the status of neighbours.
And the layer above that will be responsible for analysing the checked asteroid's status, and so on.


Underscoring the bug testing of the engine will be a giant brainstorm that will aim to consider all possible situations an asteroid might find itself in.  EG, populated, under attack and outnumbered, surrounded by enemy asteroids with at least 1 friendly route... that's one possible state.
Another possible state would be populated, less trees than the treecap, no friendly routes, and not under attack.

I can then trace the logic for each of these different states that will be provided by layer 1, to make sure that the layers above handle it in a logical and correct way.  This period of brainstorming would then lead to proper accounting for situations such as the one you described in your bug report, and the AI wouldn't choke on "unusual" circumstances like that.


The big advantage with doing a layered approach is that I can work on each layer distinctly; layer 1 will always produce an asteroid that can be used by the layers above, and no matter what method of selecting asteroids I use, or what exclusions I introduce, layer 1 will ultimately always select an asteroid, ready for the upper levels to set upon.


Alas, my house must come first...
2 weeks till I move in.
« Last Edit: June 15, 2010, 03:08:45 PM by annikk.exe »

w4tc

  • Achiever
  • Shrub
  • ****
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 170
Re: Infinity (level)
« Reply #16 on: June 17, 2010, 09:38:05 PM »
My game crash alway's if i lose the game
and on that moment de astroides where moving
but on this versie i play 2.05 but i have also on that version the defauld parameters changd xD  8)
I make alway's a backup of the version

so now i try it on the 2.04 on the normale defauld parameters
Adding :

ok xD i play it just in 2.04 and i lose xD damm it a hard game...
but thise time there was not a crash, thats good :)
but there was only 1 astroides that was moving little astroide where you not can plant the tree's
but at that moment that i losed al astroides where moving xD is thit a bug?

but it look nice game
greetings
w4tc

« Last Edit: June 17, 2010, 10:05:34 PM by w4tc »

annikk.exe

  • Achiever
  • Ent
  • ****
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 1,794
Re: Infinity (level)
« Reply #17 on: June 18, 2010, 12:17:44 AM »
This map crashes on 2.05 for an unknown reason.  I guess 2.05 is a big change and it's still in beta testing.  Pity I have no clues on what the cue for the crash could be.  Any suggestions on that appreciated...

Regarding the moving asteroids when you lose - it's not a bug.  There is a "losing sequence", although I imagine most people will not find it, and simply quit and restart before they actually lose.  There's a whole bunch of random little things like that in Infinity.  For example, did anyone notice the pulsating colours of the comet, when no seedlings are on it? :>

Bonobo

  • Achiever
  • Old Oak
  • ****
  • Thank You
  • -Given: 79
  • -Receive: 8
  • Posts: 630
  • Was born, still alive.
    • German Mac Mailing Lists
  • Eufloria: Yes
Re: Infinity (level)
« Reply #18 on: June 18, 2010, 01:23:21 PM »
Yeah, IIRC it switched colours/empire symbols. I like that :) Too bad that sometimes when giving feedback such things get lost/forgotten. Sorry for this, because you invested really a lot of thought in this level. And I guess many people had an exciting time with it. I only hope that the newly surfaced bugs (?) get fixed so that we can play it some more. I for one would like to play it again.
Google+
Do you play Go? (aka iGo aka Baduk aka Weiqi)

wowo

  • Shoot
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 13
Re: Infinity (level)
« Reply #19 on: June 20, 2010, 06:52:15 PM »
Hi annikk,

thanks so much for this awesome level... :-))

LOVE your infected AI, it adds so much to gameplay...

was lucky thought to beat it on first attempt, I guess a lot depends on where the asteroids move first...

Anyways, thanks again for putting that much effort in great custom levels which makeit real fun to come back to eufloria every couple of weeks ;-)

wowo

lightstriker

  • Guest
Re: Infinity (level)
« Reply #20 on: June 25, 2010, 09:41:51 PM »
great level you have here. absolutely vicious, although I was able to beat it first try by circling around till I grabbed top right area, then just winning from there. Great fun though. Thanks for the level :)

Daggaroth

  • Seed
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 2
Re: Infinity (level)
« Reply #21 on: July 02, 2010, 12:35:17 AM »
hi, just got this game and just got this map and I am enjoying it very much.

although I had a mod question if you dont mind.

how do you tell in the code which planet ( asteroid) you are going to start out with?

I wanted to make the "home planet" a planet that could support more trees, say like 10.    but I am unsure how to find which one is the one that you start out with.  could you point me that way please?

annikk.exe

  • Achiever
  • Ent
  • ****
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 1,794
Re: Infinity (level)
« Reply #22 on: July 02, 2010, 08:43:46 AM »
The bit where your home planet is created is this bit:


Code: [Select]
-- Asteroid 11
-- gravity variables
roid = 11
AccelerationX[roid] = 0
AccelerationY[roid] = 0
MomentumX[roid] = 0
MomentumY[roid] = 0
density[roid] = 0.75
CoordX[roid] = CoordX[0] + 23500
CoordY[roid] = CoordY[0] + 20250
roidradius[roid] = 1075

-- Creation
a = AddAsteroidWithAttribs(CoordX[roid],CoordY[roid],(math.random(45,90) / 100),(math.random(45,85) / 100),(math.random(30,70) / 100))
a.Owner = 1
a.TreeCap = 4
a:SetRadius(roidradius[roid])
a:Reveal(1)
a.Moveable = False
s = a:AddDysonTree()
s = a:AddDysonTree()
s = a:AddDysonTree()
a:AddSeedlings(62,1,0.25,0.01,0.01)

Lines 363 - 385.

"a.Owner = 1" sets the asteroid to be owned by Empire 1 (the player).
"a:AddSeedlings(62,1,0.25,0.01,0.01)" gives the player 62 seedlings with the specified strength, energy and speed.


If you wanted a different asteroid, just change one of the others to be yours, and add some seedlings on it.
You might also need to use the Reveal command, otherwise it will end up being the sort of friendly asteroid you "discover" later on.

Daggaroth

  • Seed
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 2
Re: Infinity (level)
« Reply #23 on: July 02, 2010, 09:26:08 AM »
thank you for that =)

how do you tell which asteroids on the map correspond to the asteroid number?  ( ex: Asteroid "11" )

annikk.exe

  • Achiever
  • Ent
  • ****
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 1,794
Re: Infinity (level)
« Reply #24 on: July 02, 2010, 08:50:48 PM »
It's kind of tricky to do that.  When you're building the map, you sort of build up an idea in your head about which asteroid number corresponds to which asteroid in the level.

The system used to generate the coords for each asteroid in Infinity is pretty complicated.  You will probably find it easiest to just use trial and error to figure out which is which...


If you look in the comments, I believe it says which asteroids are suns, comets, spacers, and normal habitable asteroids.  That should help narrow it down a bit.

Luca

  • Seed
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 2
Re: Infinity (level)
« Reply #25 on: July 03, 2010, 12:57:42 AM »
thank you for this level annikk.exe, i really enjoyed it. the last time i played it i gathered all available seedlings (thousands) for the last battle (against the remaining enemy force of 65 ;D )

here is a picture ;)
« Last Edit: July 03, 2010, 11:27:45 PM by Luca »

Pilchard123

  • Tester
  • Old Oak
  • ****
  • Thank You
  • -Given: 0
  • -Receive: 17
  • Posts: 904
  • Eufloria: Yes
Re: Infinity (level)
« Reply #26 on: July 03, 2010, 02:44:36 PM »
Did you win? :D

Jazz Ad

  • Sapling
  • **
  • Thank You
  • -Given: 0
  • -Receive: 2
  • Posts: 52
Re: Infinity (level)
« Reply #27 on: July 18, 2010, 07:05:38 PM »
I'm over an hour and several tries into it, still not sure what's happening or how the universe is shape ut it's fun to play.

Terrial

  • Sapling
  • **
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 66
Re: Infinity (level)
« Reply #28 on: July 23, 2010, 12:10:05 AM »
Jeepers!  I just tried playing this from the community map pack.  SO HARD lol

The AI is just too smart to beat with my crappy starter seedlings lol

blueskirt

  • Shoot
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 18
Re: Infinity (level)
« Reply #29 on: July 23, 2010, 07:04:52 AM »
You are a god.

Rotating asteroids? Check.
Fending off waves of 400+ enemy seedlings? Check.

That mission is epic! ;D

Terrial: Be happy the AI isn't smart enough to land his units on the big asteroid in front of your base before attacking, else the mission would be much harder. By attacking your base from the rotating asteroids, his units take longer you reach your base, the faster seedlings are easily defeated while they aren't accompanied by the slower seedlings, and the slower seedlings are easily defeated when the faster seedlings are gone. If he attacked from the big asteroid in front of your base, his seedlings would land in your base in a more packed formation, and it would be hell. :(