Observations for a trunk game

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cybersphinx
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Observations for a trunk game

Post by cybersphinx »

I ran a test game on trunk today, on 4c-Mero_ScavCity, to see if it crashes with scavs, but that didn't happen. I noticed a few things, though some are probably a problem of the map.

First, we have various building limits:

Code: Select all

error   |09:17:33: [buildStructureDir] Player 7: Building A0BaBaHorizontalWall could not be built due to building limits (has 255, max 255)!
error   |09:17:33: [loadSaveStructureV7] Unable to create structure
error   |09:17:33: [loadSaveStructureV7] Assert in Warzone: ../../src/game.c:6964 (psStructure), last script event: '<none>'
...
error   |09:17:33: [setFlagPositionInc] Building more than 5 Factory for player 7
error   |09:17:33: [setFlagPositionInc] Assert in Warzone: ../../src/structure.c:5473 (!"building more factories than allowed"), last script event: '<none>'
...
error   |09:17:33: [loadSaveStructureV7] No owning structure for module - A0ResearchModule1 for player - 3
I guess map editors should print a warning when those are hit. And no idea what the last one means.

Then during the game (skirmish with scavs, advanced bases, cheat mode, deity, autogame) it kept spamming

Code: Select all

error   |09:17:38: [checkFactoryFlags] DUPLICATE FACTORY DELIVERY POINT FOUND
error   |09:17:38: [checkFactoryFlags] Assert in Warzone: ../../src/objmem.c:831 (factoryDeliveryPointCheck[player][type][factory] == 0), last script event: 'N/A'
(once per frame, I guess).

The AI behaved quite retarded, the scavs built lots of trikes, and put them on display around the factory, maybe they prepared for an exhibition instead of a battle.
scav-expo.jpg
Looking at that certainly reduced my will for battle, since the fps dropped to 5 there. They would have had lots of visitors too, if those weren't killed by the defenses. The AIs seem to dislike changing unit paths when those go through enemy territory, but they have a great plan for dealing with their units being destroyed, they send a bunch of repair units after them to be destroyed as well.

Further indications of the scavs's artistic inclination are their Escher-bunkers:
escher1.jpg
escher2.jpg
escher3.jpg
Looks like a bunker foundation, where polys are only visible from the inside.

Also, for the three AIs that started as AIs, they don't seem to need power generators to get power, their oil derricks work happily, their power generator personnel relax happily:
zero-point-energy.jpg
Have to find out their secret, mine had to work...

Maybe it was all just a bad dream though, all the killing and stuff might never have happened:
garnichts.jpg
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Safety0ff
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Re: Observations for a trunk game

Post by Safety0ff »

cybersphinx wrote:Also, for the three AIs that started as AIs, they don't seem to need power generators to get power, their oil derricks work happily, their power generator personnel relax happily:<image>Have to find out they secret, mine had to work...
I noticed that before, see:
display3d.c

Code: Select all

static void structureEffects()
{
	UDWORD	i;
	/* Only do for player 0 power stations */
	if(bMultiPlayer)
	{
		for(i=0;i<MAX_PLAYERS;i++)
		{
			if(isHumanPlayer(i) && apsStructLists[i] )
			{
				structureEffectsPlayer(i);
KukY
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Re: Observations for a trunk game

Post by KukY »

cybersphinx wrote:

Code: Select all

error   |09:17:33: [buildStructureDir] Player 7: Building A0BaBaHorizontalWall could not be built due to building limits (has 255, max 255)!
error   |09:17:33: [loadSaveStructureV7] Unable to create structure
error   |09:17:33: [loadSaveStructureV7] Assert in Warzone: ../../src/game.c:6964 (psStructure), last script event: '<none>'
...
error   |09:17:33: [setFlagPositionInc] Building more than 5 Factory for player 7
error   |09:17:33: [setFlagPositionInc] Assert in Warzone: ../../src/structure.c:5473 (!"building more factories than allowed"), last script event: '<none>'
...
error   |09:17:33: [loadSaveStructureV7] No owning structure for module - A0ResearchModule1 for player - 3
I guess map editors should print a warning when those are hit. And no idea what the last one means.
Yes, it should. I encounter last error quite a lot during my map making. It happens when I place a module before I place the base structure, or don't place the module directly on the base structure(I miss a few tiles.)
cybersphinx
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Re: Observations for a trunk game

Post by cybersphinx »

Safety0ff wrote:
cybersphinx wrote:Also, for the three AIs that started as AIs, they don't seem to need power generators to get power, their oil derricks work happily, their power generator personnel relax happily:<image>Have to find out they secret, mine had to work...
I noticed that before, see:
display3d.c
Is there any reason for that? I've changed it to run unconditionally for all players, and it seemed to work ok.

The zero scores seems to be because of my cheating, though I think just zeroing everything is lame, maybe the others should get their score to show it is working.
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Zarel
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Re: Observations for a trunk game

Post by Zarel »

cybersphinx wrote:Is there any reason for that? I've changed it to run unconditionally for all players, and it seemed to work ok.

The zero scores seems to be because of my cheating, though I think just zeroing everything is lame, maybe the others should get their score to show it is working.
Zeroing scores for all players is intentional. I mean, you're cheating, that's nearly guaranteed to happen in a singleplayer game. Even in a multiplayer game, people shouldn't have a huge death count on their permanent record just because they wanted to help out. Scores are skewed for everyone in a cheat game, not just the cheater.

Another option may be to keep scores, but not save them. Or to make it more obvious that the scores are being zeroed because of cheating.
cybersphinx
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Re: Observations for a trunk game

Post by cybersphinx »

Zarel wrote:Another option may be to keep scores, but not save them. Or to make it more obvious that the scores are being zeroed because of cheating.
Yeah, something like that. Now it isn't obvious that the zero scores are intentional.
Safety0ff
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Re: Observations for a trunk game

Post by Safety0ff »

cybersphinx wrote:Is there any reason for that? I've changed it to run unconditionally for all players, and it seemed to work ok.
My guess would be that it was divulging information about the enemy base, and the number of derrick.
Don't the effects appear even though you don't have visibility in an area?
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Zarel
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Re: Observations for a trunk game

Post by Zarel »

Safety0ff wrote:My guess would be that it was divulging information about the enemy base, and the number of derrick.
Don't the effects appear even though you don't have visibility in an area?
No, it does it for enemy human players, just not enemy AIs, so it doesn't make sense as information limiting.

The effects don't appear unless you have visibility in an area, so that's not a reason, either.

My guess is to make it less distracting when you're attacking an AI base?

Regardless, I support changing it to run for all players.
bravoleaderx
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Re: Observations for a trunk game

Post by bravoleaderx »

since when r u inactive Zarel?