Eastern Invasion

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Yoshiki

Post by Yoshiki »

turin wrote:and yes, Owaecs troops are not supposed to fight, but it's impossible, i have learned, to stop them.
I think writing an AI that does absolutely nothing is like 10 lines of code so you can request such an AI to coders if you need that.
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turin
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Post by turin »

About NOrthern Outpost Crashing:

no, i don't think i do. OK, i'll fix that. Thanks.


About Very Simple AI:

Ok, can a coder please write the 10 lines neccessary to make the AI do nothing? :)
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mlangsdorf
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Post by mlangsdorf »

If you want an AI that will do *nothing* (not recruit, not attack, not move, not grab villages, not retreat, nothing), here's the code that needs to be added to ai.hpp:

class coward_ai : public ai_interface {
public:
coward_ai(info& i) : ai_interface(i) {}
void play_turn() {}
};

Not very exciting.
Getting one that will attack adjacent enemies and recruit sensibly is a bit trickier but I'm trying to figure it out.
Yoshiki

Post by Yoshiki »

turin wrote: About Very Simple AI:

Ok, can a coder please write the 10 lines neccessary to make the AI do nothing? :)
A patch is posted.
http://wesnoth.whitevine.net/forum/phpB ... te&p=15057

You need to add ai_algorithm="idle_ai" inside [side] tag of side 2.
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turin
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Post by turin »

Yoshiki wrote:
turin wrote: About Very Simple AI:

Ok, can a coder please write the 10 lines neccessary to make the AI do nothing? :)
A patch is posted.
http://wesnoth.whitevine.net/forum/phpB ... te&p=15057

You need to add ai_algorithm="idle_ai" inside [side] tag of side 2.
Ok...has the patch been added?
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Dave
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Post by Dave »

turin wrote: Ok...has the patch been added?
Yes.
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turin
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Post by turin »

Change has (finally) been added. Now Owaec should do basically nothing.

I think the first three-four scenarios are pretty balanced, but i still want feedback on (# means how badly it needs help, 1-10):

Elven Alliance 3
Undead Border Patrol 5
Mal-Ravanal's Capital 4
Northern Outpost 3
Two Paths 3
Crossing 7
Undead Crossing 6
Ogre Training 4
Tribal Warfare 7
Lake Vrug 10
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mlangsdorf
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Post by mlangsdorf »

Under the latest CVS build, I think there is a problem with "Northern Outpost" because the thieves are on side 4 but side 4 is not explicitly defined in the .cfg file. At least, it's causing my game some problems.
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turin
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Post by turin »

mlangsdorf wrote:Under the latest CVS build, I think there is a problem with "Northern Outpost" because the thieves are on side 4 but side 4 is not explicitly defined in the .cfg file. At least, it's causing my game some problems.
Latest as of when?

I fixed this about 2-3 days ago, i'm pretty sure.
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mlangsdorf
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Post by mlangsdorf »

eastern_invasion_0.3.2.tar.gz has the problem. Is there a later tarball/CVS?
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turin
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Post by turin »

mlangsdorf wrote:eastern_invasion_0.3.2.tar.gz has the problem. Is there a later tarball/CVS?
ugh. :(

OK, i'll go back (again!) and make sure i fixed it. I might have forgot to recreate the tarball after i fixed it...
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turin
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Post by turin »

OK. sorry about this- it looks like i fixed it wrong last time. Here is a quick version, i just made the bandits allied with the undead. i might go back and change it when i'm half awake.
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And I hate stupid people.
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rainer

Northern Outpost

Post by rainer »

HI I'm still looking for a way to win Northern Outpost

1) I own every village on the map
2) Gweddy is standing on the waysign
3) All theves coming out of any village & the undead are all dead

what am I missing? Do I need to search more theves in the woods?
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turin
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Re: Northern Outpost

Post by turin »

rainer wrote:HI I'm still looking for a way to win Northern Outpost

1) I own every village on the map
2) Gweddy is standing on the waysign
3) All theves coming out of any village & the undead are all dead

what am I missing? Do I need to search more theves in the woods?
no, yet another problem occured. i kinda did the last correction half-asleep, so it had a bug. it should be fixed now, just download again.

However, Dave, why is it that you can't have units that aren't on a specified side? its somewhat annoying, since you have to have a keep for each side, and i don't really want a keep for the thieves, it makes no sense.
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And I hate stupid people.
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Circon
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Post by Circon »

Use something in the [start] tag that overwrites the keep with another terrain. The user need never know.
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