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Posted: Mon, 23rd Oct 2006 20:58 Post subject: |
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If you havent noticed you can just make a lan game and choose "sandbox" in type, then you can just test out ther units and stuff by yourself, the ai builds a small base you can destroy but never attacks you.
But some units and buildings takes forever to make, there is one giantic tower that takes 379 minutes to build according to the tooltip, couldt be arsed to wait for it to build up. But i hope it rocks with that build time 
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Posted: Mon, 23rd Oct 2006 21:01 Post subject: |
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You can change the speed of the game with the "+" and "-" buttons.. not sure if that will help much with 379.. wow.
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 21:02 Post subject: |
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fissesvin wrote: | If you havent noticed you can just make a lan game and choose "sandbox" in type, then you can just test out ther units and stuff by yourself, the ai builds a small base you can destroy but never attacks you.
But some units and buildings takes forever to make, there is one giantic tower that takes 379 minutes to build according to the tooltip, couldt be arsed to wait for it to build up. But i hope it rocks with that build time  |
Yes I know, thats the "balanced ai" in effect it's crap theres 4 other real ai's which i'm working on putting back in
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Posted: Mon, 23rd Oct 2006 21:03 Post subject: |
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epsilon a friend of mine went ingame and changed some options ingame: dual screen off, AA on, AF, resolution on highest.. and now when he tries to go ingame he gets this error:
http://img68.imageshack.us/img68/3753/errorsupcommmy5.jpg
how can he fix it? where are the settings saved? thanks for the help
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 21:06 Post subject: |
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ThunderStrike wrote: | epsilon a friend of mine went ingame and changed some options ingame: dual screen off, AA on, AF, resolution on highest.. and now when he tries to go ingame he gets this error:
http://img68.imageshack.us/img68/3753/errorsupcommmy5.jpg
how can he fix it? where are the settings saved? thanks for the help |
C:\Documents and Settings\user\Local Settings\Application Data\GasPowered\SupremeCommander
delete or edit
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Posted: Mon, 23rd Oct 2006 21:07 Post subject: |
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Thunderstrike go here
C:\Documents and Settings\YourUserNameOnTheComputer\Local Settings\Application Data\GasPowered\SupremeCommander\Game.prefs
delete that file and it will load up from scratch again. [method provided by lumpyhed]
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Surray
Posts: 5409
Location: Europe
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Posted: Mon, 23rd Oct 2006 21:07 Post subject: |
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I've seen the files I know they're all there, I just wonder under what circumstances the AI takes over.
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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Posted: Mon, 23rd Oct 2006 21:07 Post subject: |
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 21:11 Post subject: |
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Surray wrote: | I've seen the files I know they're all there, I just wonder under what circumstances the AI takes over. |
Thats really uninteresting, help get this
Code: |
--*****************************************************************************
--* File: lua/modules/ui/lobby/aitypes.lua
--* Author: Epsilon
--* Summary: Contains a list of AI types and names for the game
--*
--* Copyright © 2006 Gas Powered Games, Inc. All rights reserved.
--*****************************************************************************
#########################################
# We Load the AI's #
#########################################
local EasyAI = import('/lua/modules/AI/aiarchetype-easy.lua').easy
local MediumAI = import('/lua/modules/AI/aiarchetype-medium.lua').medium
local RushAI = import('/lua/modules/AI/aiarchetype-rush.lua').rush
local TurtleAI = import('/lua/modules/AI/aiarchetype-turtle.lua').turtle
#########################################
# We Define the Ai's #
#########################################
aitypes = {easy,medium,rush,turtle}
end |
into this form of coding
Code: |
for aiindex, aidata in aitypes do
table.insert(keys, aidata.key)
table.insert(strings, aidata.name)
end
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Instead
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Baleur
Posts: 2343
Location: South Sweden
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Posted: Mon, 23rd Oct 2006 21:28 Post subject: |
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Actually ive never seen any AI what so ever in a sandbox game, i dont buy that. There is 1 map that has pre-built neutral structures tough.
And Epsilon, i dont doubt that the AI's are in the game, i saw the codes myself, but i think what happened when i disconnected was just that my build queues and attack move / patrols just kept on doing its thing.
CPU: Intel Core 2 Duo E6600 RAM: 4gb Kingmax DDR2 800mhz Video: Asus GeForce 250GTS 1gb Sound: Asus Xonar.
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Surray
Posts: 5409
Location: Europe
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Teramos
Posts: 336
Location: Outer Limits
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 22:01 Post subject: |
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Nobody but me who has any interest in getting the AI's to work?
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Surray
Posts: 5409
Location: Europe
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Posted: Mon, 23rd Oct 2006 22:19 Post subject: |
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I'd love to have AI but I lack the knowledge to help.
there must be someone out there who could lend you a hand. hmm
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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Posted: Mon, 23rd Oct 2006 22:27 Post subject: |
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Hey, I went to download the Supreme Commander beta but it asks for a key before downloading and I don't have such keys so how did you guys manage to download it without the key?
Note to self: come up with a good sig.
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 22:28 Post subject: |
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Malveous wrote: | Hey, I went to download the Supreme Commander beta but it asks for a key before downloading and I don't have such keys so how did you guys manage to download it without the key? |
We got it yesterday when it didn't ask for a key.
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Posted: Mon, 23rd Oct 2006 22:29 Post subject: |
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*Cries to death*
Note to self: come up with a good sig.
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 22:31 Post subject: |
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Malveous wrote: | *Cries to death* |
It's everywhere now though, usenet, torrents...
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Posted: Mon, 23rd Oct 2006 22:35 Post subject: |
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Epsilon wrote: |
Code: |
--*****************************************************************************
--* File: lua/modules/ui/lobby/aitypes.lua
--* Author: Epsilon
--* Summary: Contains a list of AI types and names for the game
--*
--* Copyright © 2006 Gas Powered Games, Inc. All rights reserved.
--*****************************************************************************
#########################################
# We Load the AI's #
#########################################
local EasyAI = import('/lua/modules/AI/aiarchetype-easy.lua').easy
local MediumAI = import('/lua/modules/AI/aiarchetype-medium.lua').medium
local RushAI = import('/lua/modules/AI/aiarchetype-rush.lua').rush
local TurtleAI = import('/lua/modules/AI/aiarchetype-turtle.lua').turtle
#########################################
# We Define the Ai's #
#########################################
aitypes = {easy,medium,rush,turtle}
end |
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As far i can see below, it expects some kind of object in the aitypes array. It would be nice to know what the key or the name are supposed to be. Additionally, while i would understand for aidata in aitypes, i just can't find a reason for the aiindex part in it. It is not really used in the block anywhere.
So with me being prefectly clueless on what you've tried until now.. do you have an idea what aidata.key or aidata.name should be?
Epsilon wrote: |
Code: |
for aiindex, aidata in aitypes do
table.insert(keys, aidata.key)
table.insert(strings, aidata.name)
end
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Just an idea: what about making an array of the imported modules? Something like this:
Code: |
...
#########################################
# We Load the AI's #
#########################################
local EasyAI = import('/lua/modules/AI/aiarchetype-easy.lua').easy
local MediumAI = import('/lua/modules/AI/aiarchetype-medium.lua').medium
local RushAI = import('/lua/modules/AI/aiarchetype-rush.lua').rush
local TurtleAI = import('/lua/modules/AI/aiarchetype-turtle.lua').turtle
#########################################
# We Define the Ai's #
#########################################
aitypes = {
import('/lua/modules/AI/aiarchetype-easy.lua'),
import('/lua/modules/AI/aiarchetype-medium.lua'),
import('/lua/modules/AI/aiarchetype-rush.lua'),
import('/lua/modules/AI/aiarchetype-turtle.lua')
}
end |
After all, if the referenced modules can be used as objects (as the .rush, .turtle, etc part suggests), maybe it is the list of referenced modules the game expects. Just a tip, hope it helps.
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Posted: Mon, 23rd Oct 2006 22:58 Post subject: |
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cant wait to get some AI in this game
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Surray
Posts: 5409
Location: Europe
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Posted: Mon, 23rd Oct 2006 23:15 Post subject: |
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Oh my.. it would be soo nice to know what you've tried already, so i do not make the same things myself.
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 23:25 Post subject: |
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Surray wrote: | it's possible to get it in, but it's hard to find out how, who knows if someone will find the right structure before the final game is released  |
haha, trial and error theres only so many ways to do this, besides they've left hints throughout the files.
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 23rd Oct 2006 23:35 Post subject: |
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csebal wrote: | Epsilon wrote: |
Code: |
--*****************************************************************************
--* File: lua/modules/ui/lobby/aitypes.lua
--* Author: Epsilon
--* Summary: Contains a list of AI types and names for the game
--*
--* Copyright © 2006 Gas Powered Games, Inc. All rights reserved.
--*****************************************************************************
#########################################
# We Load the AI's #
#########################################
local EasyAI = import('/lua/modules/AI/aiarchetype-easy.lua').easy
local MediumAI = import('/lua/modules/AI/aiarchetype-medium.lua').medium
local RushAI = import('/lua/modules/AI/aiarchetype-rush.lua').rush
local TurtleAI = import('/lua/modules/AI/aiarchetype-turtle.lua').turtle
#########################################
# We Define the Ai's #
#########################################
aitypes = {easy,medium,rush,turtle}
end |
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As far i can see below, it expects some kind of object in the aitypes array. It would be nice to know what the key or the name are supposed to be. Additionally, while i would understand for aidata in aitypes, i just can't find a reason for the aiindex part in it. It is not really used in the block anywhere.
So with me being prefectly clueless on what you've tried until now.. do you have an idea what aidata.key or aidata.name should be?
Epsilon wrote: |
Code: |
for aiindex, aidata in aitypes do
table.insert(keys, aidata.key)
table.insert(strings, aidata.name)
end
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|
Just an idea: what about making an array of the imported modules? Something like this:
Code: |
...
#########################################
# We Load the AI's #
#########################################
local EasyAI = import('/lua/modules/AI/aiarchetype-easy.lua').easy
local MediumAI = import('/lua/modules/AI/aiarchetype-medium.lua').medium
local RushAI = import('/lua/modules/AI/aiarchetype-rush.lua').rush
local TurtleAI = import('/lua/modules/AI/aiarchetype-turtle.lua').turtle
#########################################
# We Define the Ai's #
#########################################
aitypes = {
import('/lua/modules/AI/aiarchetype-easy.lua'),
import('/lua/modules/AI/aiarchetype-medium.lua'),
import('/lua/modules/AI/aiarchetype-rush.lua'),
import('/lua/modules/AI/aiarchetype-turtle.lua')
}
end |
After all, if the referenced modules can be used as objects (as the .rush, .turtle, etc part suggests), maybe it is the list of referenced modules the game expects. Just a tip, hope it helps. |
Your loading the modules multiple times, theres no reason for that, once you've passed local import something it's like an include statement in c++ and you can refer to it by name
whenever you want in the script, however that way of doing it and the way that I myself outlined is wrong.
The correct way is something like
[code]
aitypes = {
Easy = (tablegnt(import('/something/to/path/is/a/file.lua')Easy Ai)
}
[/code]
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Baleur
Posts: 2343
Location: South Sweden
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Posted: Mon, 23rd Oct 2006 23:49 Post subject: |
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Posted: Tue, 24th Oct 2006 00:04 Post subject: |
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anyone running this game with 512 ram? or with a low-end graphic card? how does it run?
nightlith wrote: | lol pirates pretending to be pirates...oh god the irony... |
[quoted from Pirates of the Burning Sea thread]
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A-A
Posts: 3156
Location: New york
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Posted: Tue, 24th Oct 2006 00:15 Post subject: |
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Anybody getting what can only be described as mini freeze ups in multiplayer? smooth.. stop..smooth..stop
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