Author Topic: AI War 2 v0.601 Released! "Grumpy Ark"  (Read 4387 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AI War 2 v0.601 Released! "Grumpy Ark"
« Reply #15 on: November 06, 2017, 07:36:19 pm »
He was waiting on me with the framerate limiter stuff, but I got that in at the last minute before cob and then sent him a message that was unclear that my work was done, whoops. So I think he's doing dinner with his family and then a release, is my guess.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War 2 v0.601 Released! "Grumpy Ark"
« Reply #16 on: November 06, 2017, 08:11:54 pm »
Out now :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War 2 v0.601 Released! "Grumpy Ark"
« Reply #17 on: November 07, 2017, 09:53:37 am »
btw, the tutorial mode "all planets are Mark 1 and AI doesn't send waves" is wonderful for testing, especially for trying to work with the Nanocaust/Dyson Sphere lategame. Can that be left as an undocumented option somehow? Or just renamed as "Sandbox AI Type"
FYI, you can set up your own tutorial-esque situation by:

1) In GameData/Configuration/Scenario/KDL_VanillaEntries.xml , copy the node with name="Tutorial_01", and modify as desired. The classes/records it references that define the behavior are:
- class Scenario_Tutorial_01 (as opposed to Scenario_AftermathOfLosingTheAIWar)
- ai_type record Tutorial_01, which references class AITypeController_Tutorial_01, which uses AIBudgetController_Tutorial (the threat-controller and special-forces-controller are normal-game-logic)
- map_type record Tutorial_01, which references class Mapgen_Tutorial_01

The "all non-homeworlds are mark 1" aspect is due to AITypeController_Tutorial_01.AssignDefenseValuesTo() , the "does not send waves" aspect is due to AIBudgetController_Tutorial.GetSpendingRatios() .

2) Search for the line:
Code: [Select]
Engine_AIW2.Instance.InnerDoStartNewWorldOKLogic( ScenarioDataTable.Instance.GetRowByName( "Tutorial_01", false, null ) );, and replace "Tutorial_01" with your new scenario.

3) In-game, click the Tutorial button to start your scenario.

In the future I'll add support for picking between tutorials so you won't need to hijack the button ;)


So in this specific case I'm guessing you'd want to:
- replace Scenario_Tutorial_01 with a fairly "empty" implementation; no conditions or whatnot, but one key difference is that GetDefaultFactionConfigurations would include the Dyson Sphere or whatever
- leave the AI type exactly as-is
- replace the map_type reference with a normal map type
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

 

SMF spam blocked by CleanTalk