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  • No, I have not even considered latest playtest at this stage.

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    • as far as I've seen it works and the Ai was doing some cross water stuff before, your code ought to make it better.

      thanks for your work
      Formerly known as "E" on Apolyton

      See me at Civfanatics.com

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      • I have made some progress with the testing of the invasion code in a full game from Smithldoo.

        The problem is as I suspected, AI ships were not putting to sea. I have found and corrected the error (Slic is a language where you can write code that is syntax correct, but often does not work).

        However, I found an answer to a problem that puzzled me about my previous game where only one AI invaded me where at least 3 had access to me and the triggers had been met. If when sailing to the human, the AI navy passes any one of its cities, the pathing code gets the navy to sail through the city as the movement cost is less than the open sea, then something in the source code takes over and unloads those troops then groups them with the city units.

        I am now working on trying to fix that situation. In the first test game I ran, I now recall that the ai invasion point was the closest ai city to me, so navies sailed to me without passing one of their own cities.

        This gets more and more complicated.

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        • Originally posted by stankarp
          However, I found an answer to a problem that puzzled me about my previous game where only one AI invaded me where at least 3 had access to me and the triggers had been met. If when sailing to the human, the AI navy passes any one of its cities, the pathing code gets the navy to sail through the city as the movement cost is less than the open sea, then something in the source code takes over and unloads those troops then groups them with the city units.
          The movement is not in fact cheaper, but the pathfinding thinks it is, which gives rise to this behaviour. FYI, I believe this has been fixed in the Apolyton Edition.

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          • I know stan has been doing a lot of work but in the few AoMs I started with the AE the AI was doing some decent cross water stuff. 9I never finished the games though)
            Formerly known as "E" on Apolyton

            See me at Civfanatics.com

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            • Originally posted by J Bytheway
              The movement is not in fact cheaper, but the pathfinding thinks it is, which gives rise to this behaviour. FYI, I believe this has been fixed in the Apolyton Edition.
              Actually, the movement cost through cities is cheaper (city 50, normal water tile 100). Most of the times this does not even matter, because the water-pathfinder always starts with a straight line anyway - much faster to compute, and valid when assuming that all water tiles have equal movement. The "real" pathfinder is only used when obstacles/unpassable tiles are encountered.

              The fix was for the turn count boxes for the human player. Cities were passable, but had the movement cost derived from the underlying terrain (e.g. 200 = 2 turns, for forest).

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              • I must admit that all invasion tests have been pre turn 250, so all ships are still restricted to coastal tiles until Trireme arrives.

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                • The invasion code has been tested again and it works fine as long as the assault TF does not sail close enough to a freindly port to divert into it.

                  I tried a
                  return STOP; on these TF forces if they try to unload in a city but that did not appear to work.

                  I am at a loss how to write an order to stop these TF from entering a city until after they unload. Suggestions welcome please and thanks in advance for any help.

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                  • Originally posted by Fromafar
                    Actually, the movement cost through cities is cheaper (city 50, normal water tile 100).
                    Thanks for the correction. That does seem peculiar, but I guess it makes a kind of sense...

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                    • I have a new computor(3 months old) P4-(3.0GHz) 512ram and 128MB video card. Ages of Man should run perfect am I right?
                      Have Civ4 on order but im put off by the many reported problems. Will wait awhile as 50 dollars is alot to invest along with new video card and more ram looking at 200 dollars.
                      So Ages of Man is looking better all the time (have CtP2 two disc) as it already been patched and worked on for some time. A thread could be started to order Ages of Man till patches are ready for Civ4.
                      Not a put down of Civ4 but Ages of Man could act as a release for those of us who are not able to play Ci4.

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                      • since I'm waiting as well, I'll be around. stankarp has offered me to test out some of his newcode. And maq and I talked about doing an AoM succession game, will you be interested?
                        Formerly known as "E" on Apolyton

                        See me at Civfanatics.com

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                        • Well I have to order a copy of Ages of Man. Have two copies of CtP2 so if one wears out have a back up.
                          Planed to pick it up before but was worried about putting credited card numbers in any web sight .Even PayPal. But many say its safe as Amazon .com so maybe its ok.
                          Have been reading the AOM forums and its a very deep game on par with Paradox games like EU -Hearts of Iron and Victora.
                          Will get back to you E . Have to E-mail Stan to see how long game takes to mail out.

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                          • Originally posted by Protra3211
                            Well I have to order a copy of Ages of Man.
                            You can download it too (unless the downloadable version has fallen behind the other version somehow).

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                            • I have a new computor(3 months old) P4-(3.0GHz) 512ram and 128MB video card. Ages of Man should run perfect am I right?
                              You should have no problems. Slightly better than mine.

                              The version that is downloadable from Apolyton is the Diplomacy update. If you download that, the other files will only be about 5 MB for all the latest changes. I was waiting to finalise the invasion code before I sent it out.

                              About a week to airmail to most place if you cannot download. I have only 12 printed discs left out of 300, after that I will not be shipping discs except as non printed ones.

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                              • BTW, please be aware under the Activision EULA I do not have any copywrite/license etc for AOM material. Feel free to distribute copies. Many people have already done so.

                                If anyone wants to ship a disc to Protra3211 if he cannot download, feel free to do so. I simply cannot afford to do it in numbers from this side of the world.

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