More thoughts about the project

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SoundMUD

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Dec 15, 2011, 8:45:24 PM12/15/11
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Sorry for not replying directly. Here is another post as a reply:
http://soundrts.blogspot.com/2011/12/more-thoughts-about-project.html

shaun everiss

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Dec 15, 2011, 10:22:27 PM12/15/11
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one thing you could include are some ai and rules.txt configs.
I like the ai from the old soundrts.
Maybe have a list where you canselect the ai and rules you want then
you can have custom rules files for everyone to use and others can
make their own rules and put them somewhere.

At 01:45 a.m. 16/12/2011 +0000, you wrote:
>Sorry for not replying directly. Here is another post as a reply:
>http://soundrts.blogspot.com/2011/12/more-thoughts-about-project.html
>
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shaun everiss

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Dec 15, 2011, 10:22:53 PM12/15/11
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also, another alpha is fine by me.

At 01:45 a.m. 16/12/2011 +0000, you wrote:
>Sorry for not replying directly. Here is another post as a reply:
>http://soundrts.blogspot.com/2011/12/more-thoughts-about-project.html
>

Nathaniel Schmidt

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Dec 16, 2011, 12:09:31 AM12/16/11
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And I just thought of something else to do with screen readers: how would
keys like the arrow keys be processed in readers like JAWS? Often JAWS slows
those sorts of functions down because it does it's own processing.

Nathaniel

"If at the outset we try to do anything, we get nothing; if we seek to
attain something, we miss everything. For Christianity begins not with a big
DO, but with a big DONE." -Watchman Nee

Willem Venter

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Dec 16, 2011, 1:26:10 AM12/16/11
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Hi. Other games like swamp run without issue. I think it is just a
case of telling the screen reader not to intercept the arrow keys.

SoundMUD

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Dec 17, 2011, 6:36:09 AM12/17/11
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> I like the ai from the old soundrts.
Please tell me which version. What where the differences?

Willem Venter

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Dec 17, 2011, 7:18:44 AM12/17/11
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Speaking of the current AI, I play jl3 sometimes, but do it
defensively. I place a catapult or 3 at d3 and they pick off the units
at d4 and the AI doesn't respond or retaliate. If I stop their play at
d4, sometimes the AI doesn't even try to exploit the goldmines at the
sides of the map and just give up, even though they have some peasants
left.

Also the AI sometimes does strange things, like build more than 1 town
hall on a square or more than 1 stables on the same map. By this I
mean I play against 3 AI's, and I think there are more than 3 stables
on the map.

On 12/17/11, SoundMUD <soun...@gmail.com> wrote:
>> I like the ai from the old soundrts.
> Please tell me which version. What where the differences?
>

shaun everiss

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Dec 17, 2011, 4:17:43 PM12/17/11
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1.0.
I find the one in the unstable 1.1 a bit to rough in passive mode for me.

At 11:36 a.m. 17/12/2011 +0000, you wrote:
> > I like the ai from the old soundrts.
>Please tell me which version. What where the differences?
>

zakc93

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Dec 18, 2011, 9:17:29 AM12/18/11
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I find the AI far too easy. It doesn't respond to catapults, it
doesn't even move its units away, infact it sends more units to that
square as if your units were there and then they just stand there and
get picked off. And the AI does seem to give up at a point, weather
its passive or aggressive, there's a point where it just sits there
and does nothing. And i've also seen the AI building unnecessary
buildings instead of making units (and that includes aggressives).
Even on maps where they have enough resources to last them the whole
game they put effort into exploiting resources, and sometimes they
don't make units until the resources are exhausted. But it's usually
different, sometimes the passive puts up more of a fight then the
aggressives, and at other times it's the other way around. My friend
and i have our own AI that we play with sometimes on his server. We
made it more challenging but its also possible to make it easier if
someone finds it too hard. I don't think it is necessary to provide
different AI files since it is possible to modify it, but maby if
there were more things that you could change about the AI it would be
better. By the way is it possible to define another AI besides the
three in the file or can you just modify the existing ones? I've
never tried it i just thought of it now.

SoundMUD

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Dec 18, 2011, 4:24:56 PM12/18/11
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If you can fix the AI by editing ai.txt it's very good. Of course,
some of the behavior can't be changed this way though and will need
some recoding. At the moment the only way to switch the AI is to
replace the ai.txt file. I'm curious about your file.

I have worked on the AI yesterday night and today afternoon. The AI
will still be too weak and slowing the game too, but:
The passive AI shouldn't attack you when you attack its explorer unit
passing by, and you will live.
The aggressive AI should attack more often, and sometimes hesitate to
attack or retaliate when it doesn't have enough units.
I might have to rebuild most of the AI anyway if I try to implement
continuous space.

2011/12/18 zakc93 <zak.cl...@gmail.com>:

zakc93

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Dec 20, 2011, 7:02:40 AM12/20/11
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Our AI doesn't fix any of the mentioned problems, but it does put up
more of a fight. I can't remember what we did since we made it a
while ago and i'm not sure where it is at the moment but if i remember
correctly we made the passive do the upgrades and build towers. we
also modified the units that the passive and aggressive make, but i
can't remember what we did there.


On Dec 18, 11:24 pm, SoundMUD <sound...@gmail.com> wrote:
> If you can fix the AI by editing ai.txt it's very good. Of course,
> some of the behavior can't be changed this way though and will need
> some recoding. At the moment the only way to switch the AI is to
> replace the ai.txt file. I'm curious about your file.
>
> I have worked on the AI yesterday night and today afternoon. The AI
> will still be too weak and slowing the game too, but:
> The passive AI shouldn't attack you when you attack its explorer unit
> passing by, and you will live.
> The aggressive AI should attack more often, and sometimes hesitate to
> attack or retaliate when it doesn't have enough units.
> I might have to rebuild most of the AI anyway if I try to implement
> continuous space.
>

> 2011/12/18 zakc93 <zak.claas...@gmail.com>:

Brendan Smith

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Dec 21, 2011, 4:47:45 AM12/21/11
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Hi,
If you're still curious about the AI file, I have it.
You can get it at
http://dl.dropbox.com/u/35147081/ai.txt
This would hopefully give you an indication of what we did with it.
One question: Will it be possible to implement difficulty levels for
both the aggressive and passive AI?
I ask this because some people find it difficult, while others find it
to easy.

SoundMUD

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Dec 23, 2011, 9:50:15 AM12/23/11
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Thank you, I'll examine this file.
Maybe more AI choices would do, or also having a difficulty setting to
give more or less hit points and damage. I don't know yet.

2011/12/21 Brendan Smith <brendans...@gmail.com>:

sansl...@gmail.com

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Dec 24, 2011, 12:54:08 AM12/24/11
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hello,

I have a lots of ideas for the game ^^... i try give this to you u.u

1. Turn the messages of "not have gold, not enough wood, have not mana, etc"
in alerts like under attak sound... Currently, this messages are managed by
message manager, buts its better, using this messages as sound. With
currently mechanism, these messages are displayed a lots of times after the
event. Also, with this change, you are enable to put alerts like warcraft
sounds :3
2. Turn the Priest in to a unit of tier 2. Currently, a lots of units are
tier 3 of more (necromanser, mage, dragon, ofensive flying machine, and
priest) but in tie
r 2, only have the knight, catapult and flying machine...

The idea is that temple to build requires only the Keep similar for the
priest, however, the researchs of super heal, holi vision and resurrection,
requires a castle.

3. implement 2 new modifiers key... the building Key, and the ActionKey:

The action Key, its to use with shortcuts and action with the selected
units. For example, you select a group of some mages and footh man, simply
press action+t and the teleport its selected.

The building key, is for select the diferents buildings more faster...
currently, having only key for the buildings, "w", but when you have a lots
of buildings, find the correct building its not easy. With the building key,
if you press for example build+b you select one of barracs, ctrl+build+b,
selects all barracs, and alt+build+b select the hidle barracs :P

With this keys, for example, you can add other shortcuts, when you have
selected a peasant.

pres action+build+b, and select the action build barracs ^^

The posivilities for the keys, are the capsLock for actionKey and insert for
the building Key ^^.

4. Implement the groups like groups of starcraft.

When you have a specific selection of unit, you can press ctrl+1----9, for
add this selection on the 1----9 key.... with this, you press 1----9, and
selects the sabed selection....
And, if you press ctrl+action+1----9, you emti the 1----9 group.

obviously, if you implement this, you need remove, o move the previous
functions asosiated to the 1---0 keys, and ctrl+1----0 Keys....

^^

well, these are my suggestions, thanx for read this ^^

and... sorry for the poor english u.u.... i try to explain my ideas u.u

regards,

Sandl

Bye!

zakc93

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Dec 24, 2011, 9:27:47 AM12/24/11
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I could have sworn i modified it more than that. Oh well, maby i'm
thinking of another AI file that i didn't share. I've noticed that
although the aggressive is set to use teleportation, it isn't set to
make mages at any stage. I'm sure i put that in somewhere...

SoundMUD

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Dec 27, 2011, 10:36:13 AM12/27/11
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I have thought about allowing priest and necromancer earlier in the
game, but I would have to change some stats and anyway having to
implement races later would make this change temporary.

2011/12/24 <sansl...@gmail.com>:

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