Search found 4717 matches

by Dilvish
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...
by Dilvish
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...
by Dilvish
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...
by Dilvish
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...
by Dilvish
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...
by Dilvish
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...
by Dilvish
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...
by Dilvish
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.
by Dilvish
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...
by Dilvish
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...
by Dilvish
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...
by Dilvish
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...
by Dilvish
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 ...
by Dilvish
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...
by Dilvish
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...