Default gold in multiplayer nogui now set at 0 for 1.11?

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SeattleDad
Posts: 74
Joined: March 4th, 2012, 6:09 pm

Default gold in multiplayer nogui now set at 0 for 1.11?

Post by SeattleDad »

I'm working with the latest checkout of 1.11 and I noticed that when running --multiplayer with --nogui, the default gold for each time is now 0 (as opposed to 100 for 1.10). I can fix this by adding --parm 1:gold:100 --parm 2:gold:100, but I don't think this is the desired behavior.
mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Default gold in multiplayer nogui now set at 0 for 1.11?

Post by mattsc »

You should report that as a bug. Command-line MP seems to have quite a few issues, I've reported a couple bugs already recently. Have you noticed that village_gold defaults to 1 in MP games launched from the command line (instead of the default 2 you get when starting a game from the MP lobby)? That can make a significant difference if you're trying to build an AI that's supposed to spam the enemy with cheap units. It can also be fixed with --parm, but should not happen that way either.
SeattleDad
Posts: 74
Joined: March 4th, 2012, 6:09 pm

Re: Default gold in multiplayer nogui now set at 0 for 1.11?

Post by SeattleDad »

mattsc wrote:You should report that as a bug. Command-line MP seems to have quite a few issues, I've reported a couple bugs already recently. Have you noticed that village_gold defaults to 1 in MP games launched from the command line (instead of the default 2 you get when starting a game from the MP lobby)? That can make a significant difference if you're trying to build an AI that's supposed to spam the enemy with cheap units. It can also be fixed with --parm, but should not happen that way either.
Thanks Matt. I just reported the starting gold issue as a bug and no, I hadn't noticed the village_gold issue, but I will start running with --parm 1:village_gold:2 --parm 2:village_gold:2. This could have a big impact on the project I'm working on (the machine learning recruiter we were discussing in thread http://forums.wesnoth.org/viewtopic.php?f=10&t=36642). I'm making good progress on it and should be able to post a patch within a week.
SeattleDad
Posts: 74
Joined: March 4th, 2012, 6:09 pm

Re: Default gold in multiplayer nogui now set at 0 for 1.11?

Post by SeattleDad »

I'm also encountering the same problem with the experience modifier. I'd like to train and test the ML Recruiter (http://wiki.wesnoth.org/Machine_Learning_Recruiter) using a 70% experience modifier (which allows units to advance with only 70% of the experience usually required) since that's the default in the GUI, but I don't know how to set this from the command line. --parm 1:experience_modifier:0.7 isn't working, for instance.

In any event, it seems to me that multiplayer should default to 70% when run from the command line.
SeattleDad
Posts: 74
Joined: March 4th, 2012, 6:09 pm

Re: Default gold in multiplayer nogui now set at 0 for 1.11?

Post by SeattleDad »

I'm writing a workaround for this bug for the default gold issue into the new version of ai_test2.py which is included with my ML Recruiter patch, http://wiki.wesnoth.org/Machine_Learning_Recruiter. The workaround will add --parm 1:gold:100 --parm 2:gold:100 to the command-line when the map is not on a list of specifically excluded maps. This is a really ugly hack and obviously doesn't generalize, but will at least let me cover the mainline multiplayer campaigns. Currently, I'm adding "--parm 1:gold:100 --parm 2:gold:100" to the command line for all maps, which is having the effect of overriding those maps which specify a default gold like Arcanclave_Citadel.

If somebody could take a look at this bug (https://gna.org/bugs/?19895) that would be awesome
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