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#141 Gambit

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Posted 24 January 2018 - 12:00 PM

2/3 enemies? Please elaborate.


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#142 Kasrkin84

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Posted 24 January 2018 - 12:30 PM

@Brother Kekoulis: ... :xcahik_: :xcahik_: :xcahik_: (I like the way Slaanesh approves!)

 

 

No problem. Same markers as before, except with "mk_P3_pos" and "mk_bonus_P3", I'm assuming?

Yes!!! Just like the other maps, with  the proper marker indexing, just as you said (1,2, and now 3 as well).

By the way, please add all the markers we have for player 3 as well, so that to add turrets, get reinforcements, etc!

No need to hurry, I am still perfecting the open-player-race approach, I guess I will have finished by week's end. :aarambo:

Seems excellent so far!

 

What about the "mk_enemy_player_one" and "mk_enemy_player_two" markers? Will you want a "_three" version as well, or is that something else?



#143 Roderick

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Posted 24 January 2018 - 01:30 PM

For completeness reasons I ask:

 

Are Coop AIs well handled once the player races have been expanded? I mean, is any special requirement for defensive AIs in comparison to the human player? I think all races need to have a special squad turret unlimited and a special squad about reinforcements which I assume you're putting in the attrib/race folders in the unification mod.

 

For what I read, only the (main) attacker AI is scripted. How does the assistant attacker AI work? Is it only headed to annihilation wincon instead of going to capturing OPs?


Edited by Roderick, 24 January 2018 - 01:31 PM.


#144 Gambit

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Posted 24 January 2018 - 03:02 PM

What about the "mk_enemy_player_one" and "mk_enemy_player_two" markers? Will you want a "_three" version as well, or is that something else?

Set it "_three", and I will take care of it!

 

Are Coop AIs well handled once the player races have been expanded? I mean, is any special requirement for defensive AIs in comparison to the human player? I think all races need to have a special squad turret unlimited and a special squad about reinforcements which I assume you're putting in the attrib/race folders in the unification mod.

Non-Human players get STANDARD defences (not survival ones), because I cannot make the AI build multiple turrets (TOO comples, plus there is no way to pass SCaR variables to the AI)...

Bottomline, AI defenders, play as NORMAL skirmish players.

Otherwise the complexity would beimmense! (it already is, and trying to add the modular turrets, I BROKE it altogether :p )

 

For what I read, only the (main) attacker AI is scripted. How does the assistant attacker AI work? Is it only headed to annihilation wincon instead of going to capturing OPs?

Wait, there is no assistant attacker thus far!

If I do it, yeah, this player will be a standard AI skirmish player - like the defender AI.

 

ALL IN ALL:

- ONLY the Human player enjoys Survival benefits.

- Defending AI players are normal players. No AI modifications.

- The Attacking AI has special treatment of course.

- If we ever add a 2nd attacking AI, it will be a normal player, as all defending AIs


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#145 Roderick

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Posted 24 January 2018 - 03:18 PM

Fair enough, it's better for the human to take the lead in defending and positioning towers and let the AIs to soak the damage. Picking a tau as ally, however, means you have to do all the emplacement job.



#146 Kasrkin84

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Posted 24 January 2018 - 08:57 PM

 

What about the "mk_enemy_player_one" and "mk_enemy_player_two" markers? Will you want a "_three" version as well, or is that something else?

 

Set it "_three", and I will take care of it!

 

 

Sounds like something that would be better off as "mk_enemy_player_1", "mk_enemy_player_2", "mk_enemy_player_3", etc. rather than the way it is now. Would certainly make it much easier to expand the code for more players. What do you think?



#147 Kasrkin84

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Posted 24 January 2018 - 09:00 PM

 

For what I read, only the (main) attacker AI is scripted. How does the assistant attacker AI work? Is it only headed to annihilation wincon instead of going to capturing OPs?

Wait, there is no assistant attacker thus far!

If I do it, yeah, this player will be a standard AI skirmish player - like the defender AI.

 

 

I see this causing some problems actually - this AI-controlled attacker would likely capture all of the strategic points/relics around the main attacker's base, rendering them much more vulnerable when the player launches their counterattack at the end of the game.



#148 Gambit

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Posted 24 January 2018 - 10:19 PM

Sounds like something that would be better off as "mk_enemy_player_1", "mk_enemy_player_2", "mk_enemy_player_3", etc. rather than the way it is now. Would certainly make it much easier to expand the code for more players. What do you think?

You will have to modify ALL maps!!!

If you are up to it, then why not :twisted:

 

I see this causing some problems actually - this AI-controlled attacker would likely capture all of the strategic points/relics around the main attacker's base, rendering them much more vulnerable when the player launches their counterattack at the end of the game.

Ah...

Regardless, we can do something about that, at the appointed time.

 

...But this is FAR form where I am now.

I tried to make EVERYTHING modular, and ... I broke the code even more !!! :w00t: 

Will have it all fixed by tomorrow of course but I HATE having something not working - even for a night...


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#149 Kekoulis

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Posted 24 January 2018 - 10:23 PM

 

Sounds like something that would be better off as "mk_enemy_player_1", "mk_enemy_player_2", "mk_enemy_player_3", etc. rather than the way it is now. Would certainly make it much easier to expand the code for more players. What do you think?

You will have to modify ALL maps!!!

If you are up to it, then why not :twisted:

 

I see this causing some problems actually - this AI-controlled attacker would likely capture all of the strategic points/relics around the main attacker's base, rendering them much more vulnerable when the player launches their counterattack at the end of the game.

Ah...

Regardless, we can do something about that, at the appointed time.

 

...But this is FAR form where I am now.

I tried to make EVERYTHING modular, and ... I broke the code even more !!! :w00t:

Will have it all fixed by tomorrow of course but I HATE having something not working - even for a night...

 

Welcome to my world...


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#150 Kasrkin84

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Posted 24 January 2018 - 11:09 PM

 

I see this causing some problems actually - this AI-controlled attacker would likely capture all of the strategic points/relics around the main attacker's base, rendering them much more vulnerable when the player launches their counterattack at the end of the game.

Ah...

Regardless, we can do something about that, at the appointed time.

 

 

 

Fair enough. My suggestion though would be to run a quick check at the start of the game to find the closest relic and closest four strategic points to the main attacker's start position, and automatically set them to their control. All survival maps have been set up to have these points in close-ish proximity to the attacker, so there shouldn't be any problems with points in the defenders' base switching control.



#151 Gambit

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Posted 25 January 2018 - 01:25 AM

Indeed!

Nice idea. The SCaR player can do whatever we want anyway, so yeah :good:

 

For now, let me finish with the make-any-race-available as players (the modular approach).

I broke the code, and I was about to sleep and fix it tomorrow, but...

... I could not sleep!!! (I have never withdraw from a coding challenge).

So, I fixed it JUST NOW (3:25am here, took me 4 hours!!!) :aarambo:


Edited by Gambit, 25 January 2018 - 01:26 AM.

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#152 Gambit

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Posted 25 January 2018 - 12:37 PM

OK, done.

- Made turrets modular as well.

- Importing a new race time lowered (10 mins) if you know what you are doing.

- Complexity of the code lowered as much as possible.

 

Need more testing, but it seems solid.

Besides DA, I also put in Thousand Sons thus far.

(and will gradually add more races :thumbsuphappy: )

 

 

SERIOUS

The required ATTRIB additions per race, is the no-limit turret, and the bonus squads.

These (almost exclusively 1) turret + 5 squads = 6 files now appear on Unification_Bugfix.

They cause no issues, since their race is NOT in play.

> BUT these should better be moved to their projects!

Reason (by example): Say you modify the thousand sons turrets (in the TS project), by adding an ability. These WON'T find their way into the Unification Survival no-limit turrets...

Thoughts?

 

 

Survival Progress

Once brother K sends me the 3pVsAI map, AND I am done with testing the current code (we want to build upon something SOLID, so I must make sure everything works at 100% efficiency), I will update the code for MORE players :twisted:

 

 

Off-Topic Question

For sometime now, the Steam SS game does NOT start for me !

I updated/verified the files, but nada.

Anyone else with a similar issue?

 

 

@Brother Kasrkin

I have made some serious code updates because of survival - especially in the way the turrets are restricted.

You may have to re-update the Strongholds SCaR folder in the future... :rolleyes:


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#153 Kekoulis

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Posted 25 January 2018 - 01:00 PM

 

Off-Topic Question

For sometime now, the Steam SS game does NOT start for me !

I updated/verified the files, but nada.

Anyone else with a similar issue?

It loads for me and I have the Steam version.Did you try to sync your local files with the Steam cloud?


Edited by Kekoulis, 25 January 2018 - 01:00 PM.

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#154 Gambit

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Posted 25 January 2018 - 02:06 PM

Hmm... No. But it is strange!

I will try my brother's pc...


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#155 fuggles

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Posted 25 January 2018 - 03:43 PM

The steam versions is basically the same. Once you have loaded steam you can go offline and it still loads.

I assume you have looked at warning log?

Edited by fuggles, 25 January 2018 - 03:43 PM.


#156 Kasrkin84

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Posted 25 January 2018 - 11:13 PM

Survival Progress

Once brother K sends me the 3pVsAI map, AND I am done with testing the current code (we want to build upon something SOLID, so I must make sure everything works at 100% efficiency), I will update the code for MORE players :twisted:

 

@Brother Kasrkin

I have made some serious code updates because of survival - especially in the way the turrets are restricted.

You may have to re-update the Strongholds SCaR folder in the future... :rolleyes:

 

I'll have the new survival map ready for you by tomorrow.

 

If the 3p map checks out, do you think you could upload a new beta for us?



#157 Gambit

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Posted 26 January 2018 - 12:17 AM

I assume you have looked at warning log?

It does not start AT ALL!

I will see if there are any warnings, but we are talking about a clean install, there are no mods...

Anyway, I am working with the DVD version - as always.

 

I'll have the new survival map ready for you by tomorrow.

:thumbsuphappy:

 

 

If the 3p map checks out, do you think you could upload a new beta for us?

Well everything is OK from my end... but I do not like it.

The code is still messy. It is difficult to add or change something, and there are many cross-scar reference vars.

..It was a bad decision to work on what was, in order to make things modular.

 

Today, I started writing many parts FROM SCRATCH.

Once done, the project will be so open, that afterwards even ASSAULT games will be easy to code upon :twisted:

 

But for this, I will need one more week. :mellow:


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#158 Gambit

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Posted 26 January 2018 - 12:32 AM

Ah, something about the Coastal Imossa (Necron Map)...

The eg crit egroups are missing. Can you please add them?


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#159 Kasrkin84

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Posted 26 January 2018 - 11:43 PM

 

I assume you have looked at warning log?

It does not start AT ALL!

I will see if there are any warnings, but we are talking about a clean install, there are no mods...

Anyway, I am working with the DVD version - as always.

 

I'll have the new survival map ready for you by tomorrow.

:thumbsuphappy:

 

 

If the 3p map checks out, do you think you could upload a new beta for us?

Well everything is OK from my end... but I do not like it.

The code is still messy. It is difficult to add or change something, and there are many cross-scar reference vars.

..It was a bad decision to work on what was, in order to make things modular.

 

Today, I started writing many parts FROM SCRATCH.

Once done, the project will be so open, that afterwards even ASSAULT games will be easy to code upon :twisted:

 

But for this, I will need one more week. :mellow:

 

 

If changing the map markers in any way would help this process, just let me know. If it would help in the long-term I'd consider it a wise investment.



#160 Gambit

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Posted 27 January 2018 - 05:33 PM

If changing the map markers in any way would help this process, just let me know. If it would help in the long-term I'd consider it a wise investment.

If you have the time, this would simplify things!

But although very helpful, it is not mandatory, so it's your call :twisted:

The only change of course is for those markers that lack enumeration, like the mk_enemy_player_one.

No need for any other change!!

 

(non-coders, please read the LAST line of this post - > Bottomline)

 

 

SURVIVAL UPDATE (well, only Survival update, Unification as well)

Code, re-re-updated. Many winconditions (all Survival ones) updated as well.

The idea is to modify ONLY FOUR FILES, on adding a new race. :xcahik_:

These files are the world_race ones, with the entities, squads and weapons you already know (no modification there), plus a NEW one called: World_Race_GeneralStats.scar

Each entry in this file has the following form (Dark Angels example):

    darkangels_race =
    {
        HQ = {"darkangels_hq"},
        LP = {"darkangels_listening_post"},
        Turret = {},
        Turret_Srvl = {"darkangels_turret_bolter_no_limit", "darkangels_turret_missiles_no_limit"},
        Mine = {},
        Mine_Srvl = {"darkangels_mine_field"},
        CommanderEntity = {"da_grand_master","da_master_ravenwing_bike","da_master_deathwing"},
        CommanderSquad = {"da_squad_grand_master","da_squad_master_ravenwing_bike","da_squad_deathwing_master"},
        Tier2 = {"ADDON", "darkangels_hq_addon_1"},
        Tier3 = {"RSRCH", "darkangels_chapter_research","darkangels_deathwing_research","darkangels_ravenwing_research"},
        Tier4 = {"RSRCH", "darkangels_heavy_armour_deployment","darkangels_deathwing_deployment","darkangels_heavy_armour_deployment_ravenwing" },
        Tech1BonusSquads_Srvl = {"da_squad_scout_bonus"},
        Tech2BonusSquads_Srvl = {"da_squad_tactical_bonus"},
        Tech3BonusSquads_Srvl = {"da_squad_dreadnought_bonus"},
        Tech4BonusSquads_Srvl = {"da_squad_predator_bonus"},
        Tech4BonusUberSquads_Srvl = {"da_squad_company_land_raider_ares_bonus"},
        HQucs = "Fortress of the Rock",
        Tier2ucs = "Reliquary Fortress",
        Tier3ucs = "Battle Company / Deathwing / Ravenwing",
        Tier3ucs = "Gothica Dominus"
    },

So, you put the race you want to add (not only in Survival!!), and the specifics.

For more details, see here on the generic format and help:

    YOUR_race =
    {
        HQ = {""},            -- Put here ALL the HQs types of the race (usually one, TyrSwr is an exception)
        LP = {""},            -- Put here ALL the LPs types of the race (usually one, AdMech is an exception)
        Turret = {""},        -- Put here ALL the types of standard turrets (usually 1) of the race. Use {}, if none!
        Turret_Srvl = {""},    -- Put here ALL the types of SURVIVAL (no-limit) turrets of the race. ALL RACES must have one!!!
        Mine = {""},        -- Put here ALL the types of standard mine-like entities (usually 1) of the race. Use {}, if none!
        Mine_Srvl = {""},    -- Put here ALL the types of SURVIVAL mine-like entities (usually 1) of the race. Use {}, if none!
        CommanderEntity = {""},        -- Put here ALL the PRIMARY commander entities, once
        CommanderSquad = {""},        -- Put here ALL the PRIMARY commander squads, once
        Tier2 = {"ADDON", ""},        -- There are 3 types of Tier Types: BLDNG, RSRCH, and ADDON.
        Tier3 = {"ADDON", ""},        -- After these types, add as many entries as you need.
        Tier4 = {"RSRCH", ""},        -- If ANY of those is true (or), that tech level is unlocked.
        Tech1BonusSquads_Srvl = {""},        -- Survival Tech 1 bonus squads
        Tech2BonusSquads_Srvl = {""},        -- Survival Tech 2 bonus squads
        Tech3BonusSquads_Srvl = {""},        -- Survival Tech 3 bonus squads
        Tech4BonusSquads_Srvl = {""},        -- Survival Tech 4 bonus squads
        Tech4BonusUberSquads_Srvl = {""},    -- Survival Tech 4 uber/relic bonus squads (better be only one)
        HQucs = "",            -- These are the ENGLISH locale entries, the
        Tier2ucs = "",        -- names of each of the four tiers
        Tier3ucs = "",        -- (buildings, researches or addons)
        Tier3ucs = ""        -- of each race.
    }

The idea is, when adding these, your race to have the maximu compatibility with the system and most (hopefully all...) Win Conditions.

 

NEEDLESS to say, I modified MANY scar thingies in scarutil!

 

 

As for Survival, the NEW races I have added thus far (besides the 9+4), are: Dark Angels, Thousand Sons and Tyranid Swarm.

So we are half way there (16 races supported) - there are nearly the same more to go!

 

The problem is that you MUST add the specifics for survival.

Which means you need to also do some AE...:

 

Turret Import (add "_no_limit" suffix)
1] Can be built anywhere.
2] No CAP requirements. (But KEEP army/structure requirements)
3] Adjust cost in accordance with the race's specifics.
4] UCS + UI positioning + Last UCS line + icon + model proper import.
5] Smaller no_build_buffer (usually, 1->0 or 2->1)
6] If there is NO free building UI slot, then you must use AdvMenu, and a FreeUI small update!

Squad Import (choose 5 squads, add "_bonus" suffix)
1] No Squad CAP cost (veh, inf or otehrwise).
2] No requirements at all (delete the extension)
3] Optionally, modify the max loadout of each squad, if you want (they always start with max, so min has no effect)

 

 

-------------------------------------------------------------------------------

I am coding many days str8, so I need to relax a bit - adding new races will have to wait.

And you do NOT want to see my to-do list.

 

My tests so far are FLAWLESS and neat, but again I must be 100% that everything works PERFECTLY.

Then, I will deal with the >2 players, survival maps!

This, will be ready by the next week's end.

 

 

----------------------------------------------------------

 

Bottomline: I will have a NEW Unification build for you to test in about 2 weeks :aarambo: . It will be including: More survival races, Updated SCaR environment and more defending players Survival support! (for now we have ONE 3p vs AI map made by brother Kasrkin, so you will try that).


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