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    Warcraft: War Heroes - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
    303 Posts 24 Posters 314.2k Views 19 Watching
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    • redrumR Offline
      redrum Admin @Frostion
      last edited by

      @Frostion Ok. Did you at least see a noticeable improvement when decreasing ferry movement from 100 to 5? Can you give me a ballpark in say round 2 on about how long a major AI turn takes and a neutral AI turn takes? You might want to try increasing the memory allocated to TripleA as well given how large and detailed the map is: https://forums.triplea-game.org/topic/524/how-to-increase-memory-for-triplea. The default is 2GB but providing 3-4GB might help.

      I don't think you'll see much difference in newer pre-release versions until I include some of the performance improvements I'm making now. I'm also vastly decreasing the time it takes for the RandomStartDelegate as that is really slow right now and waiting several minutes for the map to start up each time I test something is painful 🙂

      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
      • FrostionF Offline
        Frostion Admin
        last edited by Frostion

        A quicker random start delegate would be great. I guess it would be nice to have AI place without delay even though the “AI pause duration” is 400 ms. Perhaps the random start should just happen as fast as possible and not be affected by the “AI pause duration” setting. This has also been an issue in the Star Trek map, where players also have to wait some time for all planets to be placed.

        Yes I think the 100 to 5 move has speeded up the map a lot, but it still seems that the small AI players use a lot of time when purchasing.

        I have tested out how fast the map runs on my PC:
        Intel i5-4670K @ 3.4GHz
        16 GB RAM
        Win 64-bit

        Hard AI test results: (not including the random start delegate’s time to set up a game)
        Round 1 finish: 12 minutes and 40 sec into the game
        Round 2 finish: 30 minutes and 30 sec into the game
        Fast AI test results: (not including the random start delegate’s time to set up a game)
        Round 1 finish: 12 minutes and 50 sec into the game
        Round 2 finish: 30 minutes and 05 sec into the game

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

          @Frostion Ok. The random start delegate actually doesn't use the AI pause duration just had a hard coded 250ms. I've changed that to 10ms so it runs much faster now.

          30 mins for round 2 is really slow. I've made a bunch of performance changes to the AI and I'm now seeing round 2 take 4-5 mins so much better. I'm just doing some tests on other large maps to ensure performance is equal or better on them before I create a PR for the changes.

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

          Captain CrunchC C 2 Replies Last reply Reply Quote 2
          • Captain CrunchC Offline
            Captain Crunch Banned @redrum
            last edited by Captain Crunch

            @redrum hey do these changes effect the WWIIClassic map AI at all?

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

              @Captain-Crunch Technically they impact the AI on all maps but definitely more so on larger maps. Probably won't notice much of a performance difference on ww2 classic as its a pretty small map in comparison to many others but should be a little faster. Its mostly about making some of the AI calculations more 'regional' instead of 'global' so it only runs calcs where it has units to move/place. So that on large maps for example Japan isn't calculating a bunch of unnecessary things over in the European theater.

              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
              • B Offline
                beelee
                last edited by

                Sweet ! Always like seeing the AI get improved ! Although i did watch Terminator last night : )

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

                  @Frostion Here's the PR: https://github.com/triplea-game/triplea/pull/4764

                  Once that's merged then I'd ask you to download the latest pre-release and test it again to see if it made a significant improvement.

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

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                  • C Offline
                    Cernel Moderators @redrum
                    last edited by

                    @redrum said in World of War Heroes – Official Thread:

                    @Frostion Ok. The random start delegate actually doesn't use the AI pause duration just had a hard coded 250ms. I've changed that to 10ms so it runs much faster now.

                    Are all the developers sure about this change? The main reason the random start delegate was made (by Veqryn) was to make Risk. Now, Risk has never been made, but if you think about a similar sized game (or you can take a look at "Conquest of the World"), 250ms allows you to have a quick glimpse ad who gets what, and you don't need to wait much. Without getting into any more complexity, maybe 100ms would be a reasonable compromise? At 10ms, I would rather suggest to just run it in the background and give the final solution istantly (thus 0ms); I suppose looking at a 10ms would give little else than a headache. Anyways, I don't really care about it myself.

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

                      @redrum That last update to the prerelease practically solved the problem! Right now it runs very smooth, just like a small map 🙂 Unfortunately I have to go to work for 3 days now, so no map working for some days 😞
                      I felt I had hit a wall in regards to play testing World of War Heroes, but now I really look forward to going back to mapworking 😄

                      @Cernel "I suppose looking at a 10ms would give little else than a headache." The screen camera does not follow the territory picking around when AI is picking territories/placing units. In Star Trek I have never seen this either. Maybe because the human players are not involved in the picking?
                      I only see the picking on the minimap. But if the engine camera was to follow the picking and placements, maybe a user engine setting could be implemented to set the speed of placements? Or a feature that would automatically turn down the speed of picking territories if humans were also involved in the picking?

                      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 C 2 Replies Last reply Reply Quote 3
                      • redrumR Offline
                        redrum Admin @Frostion
                        last edited by

                        @Frostion Glad to hear the performance improvements worked. Seems like you have a pretty solid start on the map. Let me know if there are any other features or improvements that are needed.

                        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
                        • FrostionF Offline
                          Frostion Admin
                          last edited by

                          @redrum Thx. I think that the plans I have for WoWH at the moment are all doable with the current engine. But who knows, something might come up 🙂

                          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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                          • C Offline
                            Cernel Moderators @Frostion
                            last edited by

                            @Frostion 10 ms is also beyond what a human eye can properly perceive, as it means 100 frames per second (for example, theatres go at 24 frames per second, and YouTube goes mostly at 30 or 60 frames per second). Moreover, if you have any display with less than 100 frames per second, the process will even fail to be fully displayed.

                            So, I'm not really against running it superfast, but, in this case, as I said, I would suggest to make it actually instant, rather than 10 ms (running all the steps in the background and changing the board view at once when all its done).

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

                              @Cernel Even though it states 10 ms, it is much slower in reality. Maybe because it is 10 ms + the time used for calculation.

                              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 redrum

                                @Frostion It appears that it was actually doing 10ms + AI pause duration + calc/display time. I'm going to just remove the 10ms and AI pause duration. It goes a bit faster then though still not instant given the size of the map. I think it would probably be close to instant on a smaller map. I don't think this should cause any issues and I tested it on some local games.

                                PR: https://github.com/triplea-game/triplea/pull/4774

                                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
                                • HeppsH Offline
                                  Hepps Moderators
                                  last edited by

                                  @Frostion Looks incredible. Fans of this franchise will surely have to play one handed for quite a while. 😃

                                  "A joyous heart sours with the burden of expectation"
                                  Hepster

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

                                    @redrum Nice. Unfortunately my ISP and router is down at the moment, so I have not been able to download the newest pre-releases for some days now. I am practically off line with my PC and only online with my phone. But that does ofcours not hinder me in continuing the map making progress 😊

                                    @Hepps Thank you. Right now I am making a new place.txt for this WoWH map and manually picking every single land placement spot on the 400+ territory map. You probably know the feeling and have experienced your self how tiring it can be, duing monotone map work and struggling to stay awake, since ones mind seems to shut down slowly. I really hate this step of map making, but I think that the end result is worth the effort. ☺ Especially when this map's tiles has road, mountains, small lakes and likewise drawn on the map, it makes sense to not have buildings standing in the middle of roads or in a lake. Also it makes sense to see the harbour building units be located at sea, not inland. The players of a map might not notice if a map uses auto-placements or manually picked spots, but I am sure it contributes subconsciously to the game experience.

                                    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

                                    HeppsH 1 Reply Last reply Reply Quote 3
                                    • HeppsH Offline
                                      Hepps Moderators @Frostion
                                      last edited by

                                      @Frostion said in World of War Heroes – Official Thread:

                                      @Hepps Thank you. Right now I am making a new place.txt for this WoWH map and manually picking every single land placement spot on the 400+ territory map.
                                      You probably know the feeling and have experienced your self how tiring it can be, duing monotone map work and struggling to stay awake, since ones mind seems to shut down slowly. I really hate this step of map making, but I think that the end result is worth the effort. ☺ Especially when this map's tiles has road, mountains, small lakes and likewise drawn on the map, it makes sense to not have buildings standing in the middle of roads or in a lake. Also it makes sense to see the harbour building units be located at sea, not inland.
                                      The players of a map might not notice if a map uses auto-placements or manually picked spots, but I am sure it contributes subconsciously to the game experience.

                                      I think players will (as you say at least subconsciously) notice how clean and logical the map looks... whether they fully comprehend or appreciate what it takes to achieve such a thing on a map of such a grandiose scale... well only a map maker truly knows and admires such work for what it takes to achieve it.

                                      I'll be interested to see how you achieve the harbour building to be at sea... since the units within a given territory can change positions based on what is in them. But then again... if they are the only 0 PU unit... then they should always be the first placement.

                                      "A joyous heart sours with the burden of expectation"
                                      Hepster

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

                                        @Hepps Well given that the ordering is better defined now after I made some changes a while back, you should be able to ensure the locations of at least certain types of units like infrastructure.

                                        Reference: https://forums.triplea-game.org/topic/681/group-and-sort-units-onto-placements-logically

                                        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

                                          Work is progressing with World of War Heroes. But there are a few hurdles I can’t seem to crack. They might be beyond my capabilities in regards to XML and triggers. I thought someone might be able and willing to help?

                                          Let me tell about one of the most complicated. It is ironically a very small part of the game, a very insignificant item that the heroes of the map can posses and use.

                                          The heroes of the map can of course, as in all good RPGs, pick up a fishing pole and go fishing. This happens automatically at the end of a player turn if the hero has acquired the map’s one and only fishing pole item. Depending on the luck of the hero, he/she rolls dice and either gets nothing, a fish or perhaps some more valuable stuff.

                                          Technically the map has a capturable “Fishing-Pole-Item” unit that can be captured by a player. When a player captures it, it is removed from map territory and a “Fishing-Pole” unit is placed in the hero backpack territory. When the hero has this fishing pole in the backpack, a trigger should start rolling dice, at the end of that player's turn, to determine if and what the hero gets.

                                          Pole1.png
                                          Pole2.png

                                          Anyone able to help by looking at the game files and XML? I think 90% of the fishing code is good, but I can’t get it to 100%

                                          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 Offline
                                            Cernel Moderators @Frostion
                                            last edited by Cernel

                                            @Frostion Can you just paste here the relevant triggers and conditions only?

                                            1 Reply Last reply Reply Quote 0

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