Search found 1217 matches
- February 1st, 2023, 4:11 am
- Forum: Multiplayer Development
- Topic: Galactic Empires (Wesnoth in Space)
- Replies: 617
- Views: 245496
Re: Galactic Empires (Wesnoth in Space)
Hey All -- Bob made me aware of a couple issues with the GE-AI setup. I believe that both of them can be worked around, but I am not aware of any automatic fixes. I'm a bit rusty though (there's an "inactive" below my name for a reason), so if somebody knows how to deal with them by defaul...
- December 28th, 2022, 4:06 pm
- Forum: Users’ Forum
- Topic: AI Settings Tool Modification
- Replies: 4
- Views: 1927
Re: AI Settings Tool Modification
On suggestion by Toranks, I have added limited support for Micro AIs to the tool. The MAIs are generally not very well suited for this, as most require parameters that cannot easily be entered in a GUI. However, the Fast MAI (to speed up AI turns in scenarios with many units and/or large maps) and t...
- August 3rd, 2022, 3:25 pm
- Forum: Technical Support
- Topic: Program stops responding when on enemy AI in certain mission
- Replies: 14
- Views: 1141
Re: Program stops responding when on enemy AI in certain mission
Thanks. I believe I have this fixed now. I don't know if you are comfortable with hacking the core files. If so, you can replace file data/ai/lua/battle_calcs.lua with that attached here. The only change is the if conditional block starting at line 673. I did some more tests, the method used in that...
- August 2nd, 2022, 3:51 pm
- Forum: Technical Support
- Topic: Program stops responding when on enemy AI in certain mission
- Replies: 14
- Views: 1141
Re: Program stops responding when on enemy AI in certain mission
... but I was really surprised why I got so far into the campaign without this popping up before then (the only signs that were seen before somewhat was at the very end of some enemy turns, it would take unusually long for the turn to go back to me, I hope this can give another hint too, but probab...
- August 1st, 2022, 3:31 pm
- Forum: Technical Support
- Topic: Program stops responding when on enemy AI in certain mission
- Replies: 14
- Views: 1141
Re: Program stops responding when on enemy AI in certain mission
Actually (excuse the double posting), it looks like this is not truly an infinite loop and not technically a bug. Some of the units have 20 strikes because of the Less Random add-on and this causes so many possible combinations in the attack outcome evaluation that it never finishes (but it would ev...
- August 1st, 2022, 2:42 pm
- Forum: Technical Support
- Topic: Program stops responding when on enemy AI in certain mission
- Replies: 14
- Views: 1141
Re: Program stops responding when on enemy AI in certain mission
I was able to reproduce this after installing those add-ons. What happens is that one of the AI actions uses a recursive utility function that gets stuck in an infinite loop. It goes without saying that that should not happen and needs to be fixed. What I don't know yet is why this is happening (and...
- June 22nd, 2022, 7:00 pm
- Forum: Technical Support
- Topic: repreated errors in line 67 of ai/lua/retreat.lua mainline script (BfW 1.16.2/1.16.3)
- Replies: 2
- Views: 529
Re: repreated errors in line 67 of ai/lua/retreat.lua mainline script (BfW 1.16.2/1.16.3)
Thanks for reporting and providing a test case. The error is triggered by your regeneration ability "siccating", which does not have a value= key since it only heals poison, while the AI's retreat action expects there to be one. That's a problem with the AI, as far as I know this is not a ...
- June 17th, 2022, 3:56 pm
- Forum: Users’ Forum
- Topic: AI Settings Tool Modification
- Replies: 4
- Views: 1927
Re: AI Settings Tool Modification
I will try it later but I want to ask modified AI via scenario parameters vs modified AI via this option , who would be apply? This tool overrides all other AI settings at the time it is used. However, if there is an event that triggers after the tool was used, that would then re-override the tool ...
- June 17th, 2022, 3:30 pm
- Forum: Users’ Forum
- Topic: AI Settings Tool Modification
- Replies: 4
- Views: 1927
AI Settings Tool Modification
I just put a new modification called AI Settings Tool onto the 1.16 add-ons server. It provides a GUI for modifying parameters of the Default and Experimental AIs in both MP and SP. The Wesnoth AI is very modifiable, but so far changing the parameters was only possible via code. This GUI allows doin...
- June 4th, 2022, 12:00 am
- Forum: Multiplayer Development
- Topic: Galactic Empires (Wesnoth in Space)
- Replies: 617
- Views: 245496
Re: Galactic Empires (Wesnoth in Space)
Version 0.3.0 of the AI is now on the 1.16 add-ons server. This version introduces significant changes to the AI's purchasing of upgrades. Expensive upgrades are now allowed occasionally with a customizable probability, but only if the AI considers them important and at most one per turn (much less...
- June 3rd, 2022, 3:27 pm
- Forum: Multiplayer Development
- Topic: Galactic Empires (Wesnoth in Space)
- Replies: 617
- Views: 245496
Re: Galactic Empires (Wesnoth in Space)
Uh (btw I wonder if Silver Mage has this kind of error too), either way we have to report this issue Agreed. Either that or fix it ourselves. I believe that I have by now figured out what is going on (at least in my current use case). When the other player's MP client (or the replay engine) moves t...
- June 2nd, 2022, 11:44 pm
- Forum: Multiplayer Development
- Topic: Galactic Empires (Wesnoth in Space)
- Replies: 617
- Views: 245496
Re: Galactic Empires (Wesnoth in Space)
I think I start to understand when wormholes produce OOS. It happens when you move your ship continously through the hole or near the hole and your ship's movement is interrupted by discovered an enemy in the fog. Seems like the other client thinks the movement isn't interrupted, or stuff like that...
- May 31st, 2022, 3:40 pm
- Forum: Multiplayer Development
- Topic: Galactic Empires (Wesnoth in Space)
- Replies: 617
- Views: 245496
Re: Galactic Empires (Wesnoth in Space)
Version 0.2.0 of the Galactic Empires AI is now on the 1.16 add-ons server. It includes two major changes and a few minor fixes and improvements: Arguably the biggest problem was that the AI was recruiting too many transporters. This resulted not only in, well, there being too many transporters, but...
- May 26th, 2022, 3:04 pm
- Forum: Multiplayer Development
- Topic: Galactic Empires (Wesnoth in Space)
- Replies: 617
- Views: 245496
Re: Galactic Empires (Wesnoth in Space)
Hi, mmmax asked me to upload yesterday's saved buggy Temples 4p game with many ooses. unfortunately I found only turn 2 so I hope it will help This is really Bob's domain, but the first question is whether all of you played with the same version of GE. I am pretty sure that some of the changes Bob ...
- May 22nd, 2022, 2:50 pm
- Forum: Multiplayer Development
- Topic: Galactic Empires (Wesnoth in Space)
- Replies: 617
- Views: 245496
Re: Galactic Empires (Wesnoth in Space)
Turbochargers are indeed a very desirable option for Transporters. The potential issue is that when I play, I tend to have a max of 3 transports at once, while the AI tends to have more than that (especially if rebuilding destroyed Transports). Spending gold on replacements & upgrades adds up o...