[ian-reeds-games] Re: Map pack question

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Thu, 21 May 2015 22:49:05 -0600

On the enemies locked in rooms... The maps will still lag more if you
don't have the ai_wait_until_enemy_in_sight flag enabled. That was a
large problem with one of my maps in the past.

On 5/21/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:

Yeah, the lag did disappear for me without those flags, or rather, it was
much less than before. After a few rounds, there was a bit of lag, but a few
seconds as opposed to more than a minute is a great improvement.

I theorise that it has something to do with how much of the map can be seen,
and whether or not the enemy units can move from the start, regardless of
whether or not they are in sight of their opponents. Basically, the AI has
to move more units than you can see, and then tell you only about the ones
that you can already see or the ones that come into your line of sight. The
more units you have spread out, the less the lag. Maps set up like the
interior of buildings also don't lag much, especially if you have enemy
units shut up in rooms from which they can't leave without the doors being
opened or unlocked. So the AI doesn't have to do anything with them and
therefore does not lag.

Date: Thu, 21 May 2015 23:40:33 +0100
From: dmarc-noreply@xxxxxxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Map pack question

The game uses some breadth first searches to help the AI work out path
finding and similar. There's a lot going on there. Well I find it
complex at least.

We could try rewrites, trying different algorithms or inventing a
completely new superior algorithm of our own (in order of ascending
complexity). None of these are just "fixes" though, None of this will be
quick, or likely to appear any time soon.

Al, the 2nd one would be tough on the AI. But I believe Sharni seemed to
think the lag disappeared if you just didn't use use_unseen or
use_unexplored. It would also be fine for multiplayer, for when that
gets re enabled.

On 21/05/2015 01:23, Monkey wrote:
Hello,
Never even saw your Starcraft map, but I'm still sorry that you have
to let it go.

Between the two ideas, I'd personally probably prefer the second.
Although the freezing thing could be a bit of a problem...I wonder if
that's something that can be fixed by the developers?

On 5/20/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
To anyone who is interested.

I don't think I'll be able to finish StarCraft. Mostly it's for the
same
reasons Craig had to kind of stop with command and conquer. It's too
difficult right now to report a real time cited computer game into a
turn-based audio game. Dannged if I didn't give it my best shot
though,
sigh. There is just a bucket full of features yet to implement and/or
fix
as
well. Not that Craig and others haven't been doing an amazing job,
they
have.

I'm not even sure if anyone cares about this, but just in case I want
to
ask
what people might think of two different map pack ideas. In other
words
would it interest you, and would you bother playing them.
I'm forced to use a voice recognition software program to do most of
my
typing so I don't want to blow a lot of time on something that no one
cares
about her is interested in. In addition it sounds like we have two
great
map
packs coming from to map pack makers, and people are pretty eager to
play
them, from what I've read so far.

Okay enough rambling.
My first idea was to take my defunct StarCraft map pack and turn it
into an
almost direct clone of the age of warlords. Of course it would feature
future factions with guns but it would play identical in many
respects.
While the units would have some differences of course, but overall it
would
be age of space balls. errrr. I mean age of Star lords. Although with
guardians of the galaxy out Star lords might not be the best title,
grin.

The second idea would involve a large map, maybe 100 x 100 tiles. It
would
be a mixture of SimCity, warlords, and just a little bit of solara.
I believe I might be able to add environmental factors that involve
pollution, whether, natural disasters, criminal activity, and of
course
monsters.
The story would basically be this: the player is a noble lord or lady
who
was sent by an emperor to tame a vast wilderness. This entails the
building
of a city that would require money, natural resources, and food. I
think
there might be a way to add quests, and a stable of different
adventurers.

With the first map pack, I know I would use the StarCraft factions
although
they be a bit simplified. I would probably make a Borg faction as well
as a
Imperial faction meaning Star Wars. I'm not sure what other factions
would
work. Maybe old school Battle Star Galactica?

The second map pack could have a problem with freezing up, because I'm
thinking of a pretty big map with lots of terrain and at least 100
structures and units at any given time.

I guess that's it. Thanks for letting me take up some of your time.
Thanks in advance for any input you might have. Even if your input is
"man,
those ideas stink" would help me out.
Al







"The truth will make you free"
Jesus Christ of Nazareth 33AD











--
-Mew
__________
http://www.savethefrogs.com/

Other related posts: