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Author Topic: Bots and their destination problem  (Read 650 times)
Sandtrooper
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« on: January 14, 2009, 07:06:29 PM »

Currently the bot system is currently unreliable for super long distances (when towing a colony), and the bots easily goes off course instead of "pointing the ship to the destination". Since colony warping is prohibited for some reason (the col dissapears if the Q-drive takes col-sized mass, and anything on your tractor dies if you warp), these bots are good as screwed to getting to Point B.

Example:

Scenario: Sol System EXPANDED

POINT A, Ganymede

POINT B, Colonization Target, Triton (Neptune is far away, and is northeast)

WHAT DOES THE BOT(S) DO AFTER A COL IS PICKED UP: Go West, not Northeast, and go West for infinite time until the next colonization target is changed.

This clearly defines how stupid the bots get if the planet they want to get is horrendously far away but the scenario was clearly made for scale, not uber short distances and squeezed gameplay. Bots that have ships that can goto warp with colonies somewhat fix this problem but since Col Warping is disabled (why?), this is practically unacceptable.
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« Reply #1 on: January 14, 2009, 07:37:46 PM »

Currently the bot system is currently unreliable for super long distances (when towing a colony), and the bots easily goes off course instead of "pointing the ship to the destination". Since colony warping is prohibited for some reason (the col dissapears if the Q-drive takes col-sized mass, and anything on your tractor dies if you warp), these bots are good as screwed to getting to Point B.

Example:

Scenario: Sol System EXPANDED

POINT A, Ganymede

POINT B, Colonization Target, Triton (Neptune is far away, and is northeast)

WHAT DOES THE BOT(S) DO AFTER A COL IS PICKED UP: Go West, not Northeast, and go West for infinite time until the next colonization target is changed.

This clearly defines how stupid the bots get if the planet they want to get is horrendously far away but the scenario was clearly made for scale, not uber short distances and squeezed gameplay. Bots that have ships that can goto warp with colonies somewhat fix this problem but since Col Warping is disabled (why?), this is practically unacceptable.

Col warping has always really been disabled in normal games. This is well, to prevent quick colonizing. If you were able to colony very quickly without receving damage, the whole game will be based apon warpin/warpout and who has the biggest colonies rather then killing or anything like that. Does need a look into perhaps in the next version, seems wacky that they are stupid on long distance.

From what I recall in 1.2 coding theres something that states to drop anything before warp from what I remember.

If you allow Col warping, I'd think the game again would just be a warpfest, very easy to exploit the warp to warp past a planet, hit a button to get out of Q, and run off. Theres no skill really involved in it, and again, there is no point for ship battles if they end up at there destination in a couple seconds flat.

« Last Edit: January 14, 2009, 07:39:20 PM by NiteHawk » Report to moderator   Logged

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« Reply #2 on: January 14, 2009, 07:42:49 PM »

Alright...well maybe just fix the idiocy of the bots for now, Col Warping can stay off per your recommendations since I see the danger to what it brings.

The 1.2 code for col warping didn't affect offline games.
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« Reply #3 on: January 14, 2009, 07:52:24 PM »

Alright...well maybe just fix the idiocy of the bots for now, Col Warping can stay off per your recommendations since I see the danger to what it brings.

The 1.2 code for col warping didn't affect offline games.

In RC5 or RC7? Not sure exactly, I haven't added any coding to colonies dropping when untractored. Though there was coding I believe about something like that. As in perhaps it was left for a new version that wasn't released, something like that. Mmm.

I'll take a look at the stupid bots tomm though.

Edit: oh and would be good to get any steps to recreate if any.
If anything can you send me the map and ill get working on it tomm Tongue
« Last Edit: January 14, 2009, 07:58:28 PM by NiteHawk » Report to moderator   Logged

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« Reply #4 on: January 14, 2009, 08:13:25 PM »

Sent.

RC 5 didn't disable colony warping when offline, hence why I used colony-carrying starships for the Trek mod.
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« Reply #5 on: January 14, 2009, 10:11:06 PM »

I would set the recommendation to make it a switch in the data_game file for instance. This way it could be enabled - look at FC Pirates Revenge by Samspock for instance - it really makes sense to have it for maps like that.

Oh the AI, very advanced for the time - but dated.
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« Reply #6 on: January 15, 2009, 06:58:31 AM »

I would set the recommendation to make it a switch in the data_game file for instance. This way it could be enabled - look at FC Pirates Revenge by Samspock for instance - it really makes sense to have it for maps like that.

Oh the AI, very advanced for the time - but dated.

True actually, something can be done for that.

As for the AI we'll have to play around with them then.. Probably a distance issue thing.. Prob won't worry about this until after. Want to get the next version released so we can kick off 1.2 because of the dock bug. For the new sol we'll have the new sol and old sol.
« Last Edit: January 15, 2009, 07:01:04 AM by NiteHawk » Report to moderator   Logged

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« Reply #7 on: January 15, 2009, 10:52:24 AM »

In old sol there should be an option to make 2 laser 1 do damage like 2 laser's 1... not 2 laser 1 always is 1 laser 1
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