Enemy turns take little or no time if you can't see them

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Unnheulu
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Enemy turns take little or no time if you can't see them

Post by Unnheulu »

First off, I have no idea of the technical feasibility of this, so if its not very easy, then don't bother!

Sometimes it can get annoying when the enemy takes ages on their turns especially if you can't see them. (obviously this won't happen in MP, weird things happen then^^).

My proposal is the enemy move as if skip enemy turn is on until they can be seen. THat way the only wait will be for the ai. I think this would hopefully make longer games a lot faster.

Please reply telling me why its bad/impossible/etc. :P
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Re: Enemy turns take little or no time if you can't see them

Post by thespaceinvader »

In the preferences menu, select 'skip AI moves'.
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pauxlo
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Re: Enemy turns take little or no time if you can't see them

Post by pauxlo »

If I understand right, he wants some automagic skipping of these moves which are completely in fog or shroud (maybe also invisible units), but view the other ones.
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Re: Enemy turns take little or no time if you can't see them

Post by Unnheulu »

pauxlo wrote:If I understand right, he wants some automagic skipping of these moves which are completely in fog or shroud (maybe also invisible units), but view the other ones.
exactly, I know about the skip ai turns, but, that also skips observable units to
blob
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Re: Enemy turns take little or no time if you can't see them

Post by blob »

I may be wrong about this, but in my own experience, the AI already skips animation when in fog or shroud. When I play against the AI on multiplayer, for example, it may move a lot of units on a large map, yet when I can't see any of them, then pressing the End Turn button almost instantly gets me back in control, suggesting the only (neglibigle) delay the AI incurs is due to it calculating its moves, not due to hidden animation. Which makes me curious: Do you in fact see any speedup when enabling "Skip AI Moves" even when all AI units are hidden?
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Rya
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Re: Enemy turns take little or no time if you can't see them

Post by Rya »

Yes blob is right, it already works like this. Animations no one can see will be skipped.

In multiplayer it depends on what the host sees.
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IPS
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Re: Enemy turns take little or no time if you can't see them

Post by IPS »

pauxlo wrote:If I understand right, he wants some automagic skipping of these moves which are completely in fog or shroud (maybe also invisible units), but view the other ones.
Yeah, he is wanting this.

But, if you skip all the moves from your enemies you will do not see when a wose moves in a forest and ambushs. Or you can't see if a enemie has moved in your vision zone, so enemy can see for example pass in your vision zone only moving in a square and you do not be entered.

So, Im not right with your idea at all, if you want to skip the enemies moves do it in preferences, but I will do not accept the change.
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Re: Enemy turns take little or no time if you can't see them

Post by Rya »

The reason why those moves aren't 'skipped' is because the next move hasn't even been calculated yet! The host will calculate the next move only when the previous one is done in his vision.

So maybe the real suggestion should be: Make host calculate all AI moves independent from how far he has watched them.
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Paxe
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Re: Enemy turns take little or no time if you can't see them

Post by Paxe »

Good afternoon everyone
I can see it useful in multiplayer games 2v2, 3v3 specially
when you are starting recruiting and you do not watch
oponents before 3-4 turns. This first and second turn
would be done at same time by all players so an important
reduction of game time would be achieved.
Depending on the scenary I can calculate aproximately that
we could reduce between 3-5 minutes per game.

Days you play 3 or 4 games followed, 20 minutes "earned" are
very important.

Sincerely

Paxe
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IPS
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Re: Enemy turns take little or no time if you can't see them

Post by IPS »

Paxe wrote:Good afternoon everyone
I can see it useful in multiplayer games 2v2, 3v3 specially
when you are starting recruiting and you do not watch
oponents before 3-4 turns. This first and second turn
would be done at same time by all players so an important
reduction of game time would be achieved.
Depending on the scenary I can calculate aproximately that
we could reduce between 3-5 minutes per game.

Days you play 3 or 4 games followed, 20 minutes "earned" are
very important.

Sincerely

Paxe
These 20 mins gives time to you to start a shorter game, I didnt thinked in this idea, but this like awesome.
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Re: Enemy turns take little or no time if you can't see them

Post by Tonepoet »

Rya wrote:The reason why those moves aren't 'skipped' is because the next move hasn't even been calculated yet! The host will calculate the next move only when the previous one is done in his vision.

So maybe the real suggestion should be: Make host calculate all AI moves independent from how far he has watched them.
A couple thoughts on this:
  1. Would this be a lot more processor intensive? If it is, I know that a lot of Wesnoth players use older computers and if this would cause the host's computer to slow down, the whole game could be even boggier for this.
  2. What happens in cases in a hypothetical game where Host Player 1 is watching player 2's animations, whilst player 3 has already ended their turn?
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