Search found 4717 matches
- Fri Oct 19, 2012 5:32 am
- Forum: Programming
- Topic: MultiBuild !
- Replies: 49
- Views: 3375
Re: MultiBuild !
Hmm, well, under the current mechanism you'd have to redo all that same work you're concerned about, every time a set of builds completes in stead of once every hundred sets of builds -- or every 500 sets, easy enough to add a 500 quantity designator :) Still seems to me like what I've done so far i...
- Thu Oct 18, 2012 11:14 pm
- Forum: Programming
- Topic: MultiBuild !
- Replies: 49
- Views: 3375
Re: MultiBuild !
We'd also need to be able to define objects (mostly buildings) as inelligible for multiple construction. Buildings are already designated ineligible; the control should ONLY come up for ships. More specifically, it can only apply up to the single-unit PP-per-turn limit to the stack, so it's not lik...
- Thu Oct 18, 2012 2:32 pm
- Forum: Programming
- Topic: MultiBuild !
- Replies: 49
- Views: 3375
MultiBuild !
multiBuild.png So, when working on the queue simulator, I noticed that nearly all the necessary support was already in place for multi-item build queue entries -- in fact, the only thing missing was a suitable UI element in the Production window (unless I've totally spaced and missed something alre...
- Tue Oct 16, 2012 3:03 pm
- Forum: Play-Testing Feedback
- Topic: 4.1 slower and slower
- Replies: 42
- Views: 6252
Re: 4.1 slower and slower
That said, things are likely quite inefficient when processing an effectsgroup that just act on the source object, as likely it would still collect a set of all objects, and scan through that to check if each is the source object. This is particularly problematic because (I think) effectsgroups tha...
- Tue Oct 16, 2012 7:44 am
- Forum: Play-Testing Feedback
- Topic: 4.1 slower and slower
- Replies: 42
- Views: 6252
Re: 4.1 slower and slower
Type times: species: 3409 specials: 1482 techs: 11 buildings: 225 ships: 183 fields: 0 Universe::GetEffectsAndTargets time: 5311 Universe::ExecuteEffects time: 5993 Universe::ApplyAllEffectsAndUpdateMeters time: 11704 Ok, well, that whole GetEffectsAndTargets , and applying effects, process certain...
- Tue Oct 16, 2012 6:29 am
- Forum: Programming
- Topic: Second Pass on AI
- Replies: 24
- Views: 1568
Re: Second Pass on AI
right, here's a new version of univerwrapper with just those 2 lines changed, let's just go with that. I should also note, I can see that this new AI round still needs a fair bit of tuning It had a number of important new hooks in the various wrappers, though, that I really wanted to get submitted b...
- Tue Oct 16, 2012 1:29 am
- Forum: Programming
- Topic: Ships of This Design
- Replies: 3
- Views: 342
Re: Ships of This Design
and as another minor note, foreign ships don't even show up on that screen for me, whether playing a supertester or exploring right up next to them, or anything that I can figure. But even for our own big fleets, it would be a minor convenience to have those default to a collapsed display in some fa...
- Tue Oct 16, 2012 1:05 am
- Forum: Programming
- Topic: Second Pass on AI
- Replies: 24
- Views: 1568
Re: Second Pass on AI
Oh yes, good catch Geoff, that's exactly it. I just changed the ".add_property" for those to ".def" , recompiled and tried the calls again as above and they work just fine.
- Mon Oct 15, 2012 10:22 pm
- Forum: Programming
- Topic: Second Pass on AI
- Replies: 24
- Views: 1568
Re: Second Pass on AI
yeah, I see that building type production cost and time now require an empireID and locationID. The odd thing is that even taking that into account I haven't yet (in the 10 minutes I've been looking at it) been able to get the call to work. It's especially odd because just a few lines above, I can s...
- Mon Oct 15, 2012 10:14 pm
- Forum: Programming
- Topic: dynamic programming version of production queue simulator
- Replies: 2
- Views: 438
Re: dynamic programming version of production queue simulato
Starting off, I gotta say, turns out I was using the wrong posix call and truncating my times. With the right ttimers, I'm seeing Huge differences, like this for the end of the initial AI tech load: 2012-10-15 14:26:28,782 DEBUG AI : ResearchQueue::Update orig sim and dp_sim gave same results 2012-1...
- Mon Oct 15, 2012 6:47 am
- Forum: Programming
- Topic: Second Pass on AI
- Replies: 24
- Views: 1568
Second Pass on AI
Hi, well I did another revamp of the AI. It manages its fleets a fair bit more intelligently now & should do a much better job of defense and be able to put up decent resistance for longer than before. I had also hoped to work in some improved colonization, but I think I should toss this over wh...
- Mon Oct 15, 2012 5:59 am
- Forum: Play-Testing Feedback
- Topic: 4.1 slower and slower
- Replies: 42
- Views: 6252
Re: 4.1 slower and slower
Those are pretty interesting profiling readouts Yandonman, thanks. In case the person wondering if the AIs were bogging down the game might still be wondering, I wanted to point out that the little 'Empires' and 'Messages' boxes show when the AI's are thinking & when they have submitted their ga...
- Mon Oct 15, 2012 5:47 am
- Forum: Programming
- Topic: dynamic programming version of production queue simulator
- Replies: 2
- Views: 438
dynamic programming version of production queue simulator
As discussed a bit in the General forum, myself and some others had run into some issues related to the current simulator/predictor for the production queue (which had previously led to the imposition of a 100 item limit on the production queue, and a time limit that is sometimes triggered, leaving ...
- Mon Oct 15, 2012 4:43 am
- Forum: General Discussion
- Topic: Question on Production Queue Limit
- Replies: 9
- Views: 1339
Re: Question on Production Queue Limit
This sounds like the cause of a production queue problem I saw today -- I was building a lot of ships, and at some point well before my total PP allocation (usually around 65 items or so on the queue), then a bunch of items higher up on the queue, i.e. things that should be finished soon, would sudd...
- Sun Oct 07, 2012 1:58 am
- Forum: Programming
- Topic: First Pass at an AI upgrade
- Replies: 70
- Views: 3642
Re: First Pass at an AI upgrade
Ah, I see the set example there, it sure looks like something I'd already tried, but at the time I didn't have a converter for std::pair<int,int> and so maybe thats what really messed up my attempts (as I was trying to wrap a set of pair<int,int> I did find a nice simple converter for pairs in gener...