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  • #16
    I also need to add character aging and other character/dynasty development in the doc.

    Anyone notice anything else big I'm missing?
    Project Lead for The Clash of Civilizations
    A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
    Check it out at the Clash Web Site and Forum right here at Apolyton!

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    • #17
      This looks outstanding!

      As Mark said, the next step is to come up with 'test cases' for programmers to work by.

      The points below each 'turn handler' above are a good example of the test cases. For example, when coding the Government turn handler, the test cases should be --

      1) Apply policy changes
      2) Apply special orders
      3) Change current govt profile
      4) Update Knowledge Levels and Representation Values

      Each of these is a 'test case', or 'programmer's task'. The programmer picks one, then codes, tests, codes, tests, until that 'test case' works the way it should. The programmer then gets as many others as possible to bang around on the program to help iron out any issues.

      We have an early working 'govt turn handler' from the Beast's code that can be used as an example, for anyone that wants to see the code.

      Once I get off my duff and email Mark the latest 'GameData' code this afternoon, he's going to begin fleshing out turn handlers one at a time, and having periodic 'releases'. He will need our complete cooperation in testing each release according to the stated test case ("Apply policy changes", etc).

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      • #18
        quote:

        Yeah, that's something I left out. BTW with our AI there is no such thing as "all the way through". It can think for an arbitrarily long amount of time. And of course results will improve the longer you give it to think.


        Yeah, I know. I just meant enough time to come to nearly the best option.

        Anyway, I think there should be a "panic" button to interrupt streaming, just in case something happens you didnt set a cancelation for.

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        • #19
          I've finished most of the turnhandling stuff I can do at this point.

          I have moved on to implementing the Demo 5 version of the economy. I've mostly finished the first stab at section A. (Calculate production). For the moment I'm just going to use as a test case that I can reproduce the results in the econ spreadsheet I did this summer. After that I'll do a crude interface for it, unless there is something more urgent to work on. Once there's an interface, other people can run it through its paces!
          Project Lead for The Clash of Civilizations
          A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
          Check it out at the Clash Web Site and Forum right here at Apolyton!

          Comment


          • #20
            quote:

            Originally posted by Twinge on 12-30-2000 09:17 PMAnyway, I think there should be a "panic" button to interrupt streaming, just in case something happens you didnt set a cancelation for.


            Its already there in demo 4. Its called 'Halt'

            Project Lead for The Clash of Civilizations
            A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
            Check it out at the Clash Web Site and Forum right here at Apolyton!

            Comment


            • #21
              I have an idea to use the processor time more efficiently. Instead of having a single "End Turn" button and calculating everything at once, could we have seperate buttons that iterate each model? The player could make all military decisions, and then click "Submit Military Orders." The CPU then calculates all the military stuff while the player is making decisions about other areas. Instead of sitting idle and then taking a lot of time at the end of the turn, the computer is calculating more stuff in the background. This could be a big help for people with slow machines.

              It would of course be optional, and we would have to explain why the order submitting is final. But I think it would make the game run more smoothly. Would it be a practical addition?

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              • #22
                Hiya Richard.

                I don't like the idea aesthetically, but there's a bigger objection. The comp Won't be just sitting there when you're doing your turn. That's when the AI will think. So its not 'fallow' time that can be most productively used for other things IMO.
                Project Lead for The Clash of Civilizations
                A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
                Check it out at the Clash Web Site and Forum right here at Apolyton!

                Comment

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