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    Warcraft: War Heroes - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • Greg AndersonG Offline
      Greg Anderson @Frostion
      last edited by Greg Anderson

      @Frostion I'm really excited to try your map! It seems really cool. :grinning_face_with_big_eyes:

      1 Reply Last reply Reply Quote 1
      • redrumR Offline
        redrum Admin
        last edited by

        Per @Frostion

        Could you please take a look at this map again and some of the remaining issues? I think they are a mix of engine and AI related things. I used engine version 2.0.18691 with AI pause duration set to 0 as the map otherwise would take ages to load.
        Warcraft: War Heroes v0.0.4

        Issue 1 – Reaching “Max Opperational Damage” does not disable building AA
        The save game shows that I attacked Red/Orc capital, bombed the 25 out of 25 HP (Round 1), invaded Capital and their AA was still operational (Round 2) in both first and second Combat Round. It is only the infrastructure build capacity that is disabled. First Combat Round killed 1 attacking unit and second Combat Round killed 4 attacking units.
        Was it not established that disabled buildings as a rule should neither build, repair, do AA or anything?

        Issue 2 – Picture of wrong owner wants to be displayed?
        Occurrence: Save game number 2, Round 1, Dwarves Turn, Right after the attack from Ironforge into Nordstrand is concluded.
        It still seems that there is an error poping up (IlligalStateException – Wrong owner, expecting??? but got PlayerId named: ???) everytime a player kills a unit of a another player, the dead unit having "whenHitPointsDamagedChangesInto" something. In this case the dead unit turns into a bag of loot/capturable isinfrastructure. Why is this happening? Is it expected that every single player has a picture of every single enemy unit of the map, even though they can’t build them?

        Issue 3 – AI is stacking units at capitals and losing
        For some reason, with the current map setup, the AI Orcs, Tauren and Trolls keep insanely amounts of units protecting their capitals, even though their capitals are in no way in any danger of being attacked. This holding back of units during play sets them back quite a bit, prevents them from expanding and winning. Note: In round 7 the Trolls chose to move their grand army from capital, but I still cant see the reason for this build up.

        Issue 4 – AI does not build factories
        The AI does (again) never build factories (Alliance Guard-Towers and Horde Watch-Towers). Even after 10 rounds of play. Why is that?

        Issue 5 – endTurnNoPU does still collect “other resources”
        The player “Pirates” seem to collect and display “other resources” even though they use the endTurnNoPU. Why is that?

        Issue 6 – Not all isinfrastructures are captured when territory captured
        Look at an example of this in “Brewnall Village” west of Green/Dwarven capital. And “Quel Danil Lodge” west of Green/Troll capital. And “The Wyrmbog” not realy catured by the Tauren.

        Issue 7 – Round 8, Dwarves Combat Error when capturing Dun Modr.
        Don’t know what it is about, but the game kept going.

        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

        1 Reply Last reply Reply Quote 1
        • redrumR Offline
          redrum Admin
          last edited by

          Issue 1
          So there are actually 2 problems here. The first is that you need to set maxOperationalDamage to 24 instead of 25 as it checks that damage is greater than it and add a _disabled image for capital buildings. The second is that AA rolls were done before isDisabled units are removed from combat so here's a PR fixing that engine bug: https://github.com/triplea-game/triplea/pull/6271

          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

          1 Reply Last reply Reply Quote 2
          • FrostionF Offline
            Frostion Admin
            last edited by

            @redrum I appreciate the effort. I did the changes you said and await the PR change so that I may test out bombardment again.

            @all does anyone recognize this error just by the text? Is it an AA thing? Normal battle miscalculation thing? I guess the AI did some combat move calculations and failed. The game broke down so there is no save, only a screenshot.

            error.png

            Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

            redrumR 1 Reply Last reply Reply Quote 0
            • redrumR Offline
              redrum Admin @Frostion
              last edited by

              @Frostion The PR should be merged so I think #1 should be resolved now. I'll try to look into more of them over the next few days.

              Uh, I haven't seen that but it essentially is a pretty severe battle calc error (which is used by the Hard AI to simulate battles). For some reason, it tried to take more hits than number of dice rolled! If you are see that again please click report to TripleA if you see that again.

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

              1 Reply Last reply Reply Quote 3
              • FrostionF Offline
                Frostion Admin
                last edited by

                @redrum @LaFayette I just tested out prerelease 2.0.18852, and it seems to have the disabled buildings and their AA taken out of battle now. Great! 😄

                Also this version of TripleA allows the Hard AI to play with a speed that I have not seen before on this Warcraft map (huge map with many territories). Have you also done some other optimizations that resulted in a speed up of AI thinking time? Something that affected memory? This map runs like x3 the speed of before (hope this doesn't change). It also seems like when I use the minimap to look around the map, it is now much smoother and the tiles load up much faster.

                PS: I just uploaded yet another bug report that I think is related to the same AI movement / battle calc thing. This time the map broke down during an AI NCM phase.

                Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                redrumR 1 Reply Last reply Reply Quote 2
                • redrumR Offline
                  redrum Admin @Frostion
                  last edited by

                  @Frostion Good to hear. And yes, @Alexei-Svitkine has made some AI performance improvements the especially impact very large maps.

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                  1 Reply Last reply Reply Quote 2
                  • FrostionF Offline
                    Frostion Admin
                    last edited by Frostion

                    @redrum
                    Any news or theories on the issue where AI keeps stacking units at capitals? Since this also seem to affect Dragon War (in both instances making the AI very passive), I suspect it is related to the implementation of land territory canals (for air units only) and restrictions on units ability to travel the connections.

                    Also the issue where AI does not build factory units. There was a short period during development where AI did build factories a lot, after I made all territories 1-3 PUs territories. The AI began to place factories in 2 and 3 PU territories. But I guess that there has been an AI update some time ago that changed this behavior. Can you see in the save I sent you why there is no factory building?

                    I sent you a new save and version of the map if you would like to look at this again.

                    Example of the stacking issue can be seen here, as Trolls keep stacking units in their capital even though they are in no way in any danger of being attacked:
                    Unavngivet.png

                    Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                    Greg AndersonG 1 Reply Last reply Reply Quote 0
                    • Greg AndersonG Offline
                      Greg Anderson @Frostion
                      last edited by

                      @Frostion Your map is looking very good. I'm eager to try it.

                      Once it is released, I'll probably try controlling all 8 factions before trying the AI. I tried playing all factions in Dragon War and it was fun to see which faction had the best positioning.

                      1 Reply Last reply Reply Quote 2
                      • FrostionF Offline
                        Frostion Admin
                        last edited by Frostion

                        Obviously this map and the BETA is delayed a bit. As there are some issues that need to be resolved before it is really playable in a joyful way, with no map break downs and critical errors, I am holding the BETA back a while. Even when I test-play, the map break down often, and it is kind of demotivating after playing many turns and investing a long time in a play-through. So I do not wish this to be experienced by BETA testers and ruin their first impressions.

                        But I have used the time constructively! 😄 I initially planed to release BETA in a step by step manner, where not all races were ready for play. But with the delay, I am spending time making all 8 races playable. Note that they share the same basic units, but have 4 unique racial units and very different heroes. These units take time to create.

                        Heroes start out as Level 1, but may gather XP and unlock additional levels, all the way up to level 8. Every level unlocks new unique abilities, making the Heroes stronger. Abilities include resource generation, spells, stat upgrades, support abilities, mounts, pets and even shapeshifting (if you are Gart the Druid).

                        Right now, 4 races and Heroes are playable. Here are screenshots of their introduction-notifications to the players controlling them:

                        (Please shout out if you see any grammatical errors or misspellings!)
                        Unavngivet1.png
                        (Please shout out if you see any grammatical errors or misspellings!)
                        Unavngivet2.png
                        (Please shout out if you see any grammatical errors or misspellings!)
                        Unavngivet3.png
                        (Besides “One if these Heroes…” 😉 , please shout out if you see any grammatical errors or misspellings!)
                        Unavngivet4.png

                        As a way for players to “customize” their hero, Hero Origin Skills / backstories are chosen for each hero during the game startup. These passive skills give the hero minor advantages during play. They are of course supplemented by stronger level skills and picked up items during play through:

                        Unavngivet5.png

                        Unavngivet6.png
                        Note: Cavalry units have cavalry-charge like AA abilities. The Lancer Origin Skill gives the Hero the ability to enhance 5 cavalry units’ charge strike.

                        Unavngivet7.png
                        Note: The two boxes on either side of the Origin Skills are used for Mounts and picked up Ranged Weapons (AA abilities).

                        That’s all for this sneak peak! Stay tuned for new updates! And let’s give a motivating hand to all the devs of TripleA. Keep the engine improvements coming! 😉 👏 👏 👏

                        Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                        C Michael HooverM 2 Replies Last reply Reply Quote 6
                        • C Online
                          Cernel Moderators @Frostion
                          last edited by

                          @Frostion Editing the OP and title with the new one, since I understand you changed the game's title?

                          1 Reply Last reply Reply Quote 1
                          • FrostionF Offline
                            Frostion Admin
                            last edited by

                            Here is another progress update. The fifth of the eight playable races is done. Let me present the Gnomes, their hero Marryk and their arsenal:

                            Intro.png

                            Intro2.png

                            Besides several different spells, Marryk can also create a pet Battle-Chicken that can wreak havoc among enemy troops:
                            Intro5.png

                            Concerning AI and engine errors:
                            Problem number 1, I am still holding back beta as long as the AI has problems with stacking units at capitals / territories that has connections effected by land territory-canals with unit restrictions. (Also a problem when AI plays Dragon War map)

                            Problem number 2, the AI does not build factories, even though there are plenty of 2 and 3 PU territories. At some point during game development the AI did build factories, but no longer. I suspect the change came with a new version of prerelease. Don’t know if it is because of an AI change or because factories (now) cost too much, cost non-PU resources or what?
                            (In relation to this, maybe … I just played an 8 round game of Iron War. During this game the AI did also not buy any factories even though this is something the AI always did some time ago. The issue is map-breaking, since many nations end up with more PU/potential units than they can place with their starting factories. Also factories may be bombed/destroyed, but if AI dont build new ones ... 😞 .... Here is the save for v0.2.9 Iron War and TripleA 2.0.18935 2020-5-1-Iron-War.tsvg )

                            Problem number 3, the engine making errors whenever a player captures an enemy territory and in the process all killed enemy units turn into loot (when killed turns into)… the engine still looks to see if the capturing nation has images of the original enemy units (before they turns into loot / another passive and capturable unit type when killed). This problem can be bypassed by having every player nation have every single enemy unit image in its units own un it directory, even though they may never build those enemy type units. But the workaround would pointlessly increase the map zip size, so I don’t like the idea.
                            Intro3.png
                            Intro4.png

                            Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                            C Greg AndersonG redrumR 3 Replies Last reply Reply Quote 2
                            • C Online
                              Cernel Moderators @Frostion
                              last edited by Cernel

                              @Frostion said in Warcraft: War Heroes - Official Thread:

                              This problem can be bypassed by having every player nation have every single enemy unit image in its units own un it directory, even though they may never build those enemy type units.

                              Or by having a single instance of those pictures in the units main folder, that will be used by any players lacking the same.

                              But I agree that it would be preferable, and make more sense, not to display an image a player can never have (as it gets turned into something else immediately as conquered). I guess you'll make a ticket about this in GitHub. While waiting for this fix, you can also use the hack of having fully transparent images.

                              1 Reply Last reply Reply Quote 1
                              • Greg AndersonG Offline
                                Greg Anderson @Frostion
                                last edited by

                                @Frostion Wow, your map is really looking good. I was wondering when all eight factions will be finished?

                                I would also like to know when the map will be released for beta testing? I don't mind the AI not working as I wasn't planning on using it, and instead just control all units at first.

                                1 Reply Last reply Reply Quote 0
                                • redrumR Offline
                                  redrum Admin @Frostion
                                  last edited by

                                  @Frostion I took a quick look at issue #1. The issue is all the air only canals which aren't being properly handled by the AI's territory value calculations when determining where to non-combat move. For example, it thinks the Orc land units can potentially move across the 2 air only connections the next turn (not checking those canals) so values staying in the Orc capital more than moving to the adjacent territories north/south. This just keeps happening turn after turn causing all the Orc units built there to not move. I'll try to take a look at adding some basic logic in to check these canals.

                                  This could be potentially impacting building factories as well since its overvaluing placing units in the Orc capital for example since it thinks there are 2 good adjacent territories to attack from there.

                                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                  1 Reply Last reply Reply Quote 0
                                  • FrostionF Offline
                                    Frostion Admin
                                    last edited by Frostion

                                    @Greg-Anderson ... As soon as possible ☺ I will keep you updated here on the progress. When the factions are done, I see no reason to hold it back. The map may be a bit rough around the edges, but hopefully beta testing and feedback can help smooth the map.

                                    @redrum This is great news. I hope it is not a too complicated thing to adjust the AI to comprehend. But I guess that in theory, other maps might also use a land canal or two. Maybe @Cernel already has it implemented in his own project? 😉

                                    Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                                    1 Reply Last reply Reply Quote 1
                                    • FrostionF Offline
                                      Frostion Admin
                                      last edited by Frostion

                                      So the 6th of the 8 races are done …

                                      Here is the Night Elves and their heroine Ayanna 🙂

                                      Night-Elves-1.png

                                      Night-Elves-2.png

                                      Note: The Ceremonial-Fire is a unit that after placed (at the end of the player round) generates 3 Wisp units, and the fire gives support to elven units for an entire round, until the night elves next turn, when the fire is removed from map. But the 3 Wisps remain.
                                      Wisp.png
                                      The Ceremonial-Fire is the only unit of Elves that costs oil.

                                      It took me some time to figure out what elves could possibly use collected oil for. They don’t strike me as the types who would burn black smoking sticky polluting oil for anything. They strike me more as tree hugging vegetarians 😛

                                      Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                                      C 1 Reply Last reply Reply Quote 1
                                      • C Online
                                        Cernel Moderators @Frostion
                                        last edited by Cernel

                                        @Frostion Is the fort an upgrade of guard-tower? If so, it would feel strange to go from stone to wood. Also it looks strange that the garrison is a wooden construct recoulized stone-like. How about omitting the garrison and reclassifying the remaing three as Fort->Tower->Castle (the Tower would be the current Guard-Tower).

                                        I suppose having 5 (!) different siege engines may make for an interest sieging system.

                                        1 Reply Last reply Reply Quote 0
                                        • FrostionF Offline
                                          Frostion Admin
                                          last edited by

                                          PS: I forgot to mention that Ayanna the Hunter of course has a pet hunting dog 😛
                                          Mastiff.png

                                          @Cernel Yes there is a starting factory, the Guard Tower, and then the other buildings are upgrades. And yes it is a bit strange to have a stone construction be upgraded to a wooden construction. When I started making the unit graphics, it was the intention that the Guard Tower was to be an un-upgradable supporting building, separate from a three-step factory concept (Fort -> Garrison -> Castle).

                                          But as development of the map progressed, I moved away from the two-types of building approach. Now it is a much simpler four-step factory concept, with the four factories having Wall Archers (AA fire) comparable to their size.

                                          The Wall Archers (AA fire) are so effective/unit killing that they are the reason for players to either bring along siege weapons to suppress the Wall Archers, or alternatively bombard and destroy (some buildings only disable) the Wall Archers … so that the territory can be seized without many casualties.

                                          Maybe the concept will change if we find a better and more fitting concept in regards to siege warefare.

                                          Fac1.png

                                          Fac2.png

                                          Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                                          1 Reply Last reply Reply Quote 1
                                          • FrostionF Offline
                                            Frostion Admin
                                            last edited by Frostion

                                            Yet another race is done. The horrific Undead, also known as the Forsaken:

                                            Undead1.png

                                            Undead2.png

                                            Sevis the Warlock of course has the pleasure of commanding his very own summoned Imps:

                                            Undead3.png

                                            And when Sevis has reached a certain level, he may also command a powerful Doomguard! :

                                            Doomguard.png

                                            (These summoned units cannot, like the pet Battle Chicken and the pet Mastiff, venture off on their own. They are bound to follow their master. Though they can attack neighboring territories without their master's participation.)

                                            Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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