Forged Alliance Forever Forged Alliance Forever Forums 2018-03-16T13:25:06+02:00 /feed.php?f=53&t=15991 2018-03-16T13:25:06+02:00 2018-03-16T13:25:06+02:00 /viewtopic.php?t=15991&p=161785#p161785 <![CDATA[Re: Pandemonium 17km x 13km]]>
http://forums.faforever.com/viewtopic.php?f=41&t=2740

Statistics: Posted by Uveso — 16 Mar 2018, 13:25


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2018-03-16T12:45:51+02:00 2018-03-16T12:45:51+02:00 /viewtopic.php?t=15991&p=161784#p161784 <![CDATA[Re: Pandemonium 17km x 13km]]> Statistics: Posted by Kiliax — 16 Mar 2018, 12:45


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2018-03-16T09:18:03+02:00 2018-03-16T09:18:03+02:00 /viewtopic.php?t=15991&p=161783#p161783 <![CDATA[Re: Pandemonium 17km x 13km]]>
Kiliax wrote:
Unfortunately I did not see the AI Pathing option in options panel? Do I have to enable debugging somehow?

You can't find it at the moment; this will be part of a future game patch.

Well, i checked the pathing and the AI is excited to use those wonderfull paths :D

PandemoniumAI2.png

Statistics: Posted by Uveso — 16 Mar 2018, 09:18


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2018-03-16T08:15:03+02:00 2018-03-16T08:15:03+02:00 /viewtopic.php?t=15991&p=161782#p161782 <![CDATA[Re: Pandemonium 17km x 13km]]>
MARKERS.jpg
WATERLANDAMPH.jpg
AIR.jpg

Statistics: Posted by Kiliax — 16 Mar 2018, 08:15


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2018-03-13T11:42:49+02:00 2018-03-13T11:42:49+02:00 /viewtopic.php?t=15991&p=161737#p161737 <![CDATA[Re: Pandemonium 17km x 13km]]>
You asked how i did this.

Well, hopefully you (all) can use this in the future.
There will be an option for it:

PathingOption.png
(not photoshoped, this is already working on my local FAF copy. :mrgreen: )

Statistics: Posted by Uveso — 13 Mar 2018, 11:42


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2018-03-13T08:19:39+02:00 2018-03-13T08:19:39+02:00 /viewtopic.php?t=15991&p=161734#p161734 <![CDATA[Re: Pandemonium 17km x 13km]]>
Kiliax wrote:
The map is in playable terms finished. Decals do nothing except add visual effects and they take a considerable amount of time to add. Time I am not willing to waste if players are not going to play the map


Kiliax wrote:
If the map lobby fills as quickly as Gap, Dual Gap, Thermo and Astro Crater then I will take the time and add decals.


Two things here.
First, you're saying you're only going to put the effort in if your map is among the most if not the most popular map in the whole community. Which is a pipe dream at best.

Second; These maps (or some of them :roll: ) got their popularity with help of their visual appeal. You're in an unfiltered list of maps with hundreds of other maps and if you're going to try to set yourself apart from the other shovelware in the vaults, putting the baseline amount of effort and making the map good looking is one of your best starts.

Kiliax wrote:
And speaking of which, anyone know why dual gap is even still on the vault? Should it not be taken off the vault as it is not a balanced map until the reclaim amounts and positions are fixed?


My sweet, summer child.

Statistics: Posted by biass — 13 Mar 2018, 08:19


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2018-03-13T05:28:09+02:00 2018-03-13T05:28:09+02:00 /viewtopic.php?t=15991&p=161728#p161728 <![CDATA[Re: Pandemonium 17km x 13km]]>

Uveso wrote:
@Kiliax:

If you want to see how the AI is using your markers/paths then klick here:
https://youtu.be/a2TQJX6FG88

Statistics: Posted by Kiliax — 13 Mar 2018, 05:28


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2018-03-13T05:03:42+02:00 2018-03-13T05:03:42+02:00 /viewtopic.php?t=15991&p=161727#p161727 <![CDATA[Re: Pandemonium 17km x 13km]]>
If you want to see how the AI is using your markers/paths then klick here:
https://youtu.be/a2TQJX6FG88

Statistics: Posted by Uveso — 13 Mar 2018, 05:03


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2018-03-13T01:43:07+02:00 2018-03-13T01:43:07+02:00 /viewtopic.php?t=15991&p=161726#p161726 <![CDATA[Re: Pandemonium 17km x 13km]]>
Kiliax wrote:
As for water paths going over land I just figured the AI Units would try to go to path node and pathing would force units to move along the shoreline to get to path node.


Yeah that's exactly why we (you) don't want this !

First of all the "Salem problem". Its a navy unit but also a amphibious unit. it will walk over land with those water path's and split the platoon formation.

Also the sorian pathing function is scanning the way between 2 waypoints for targets. If it finds targets on land (near the water path) it will try to send navy units to the land target.
And the path search function is calculationg the best way with the distance between 2 waypoints. And in this case the traveldistance is for water units longer then the pathway.
This will lead to wrong pathing calculation.

And the ovearall reason; If the c-engine is moving ships along the shoreline, it will consume a large amount of CPU power for pathing. This can easily drop the simspeed.
(That's why we are using waypoints in the first place :mrgreen: )

Statistics: Posted by Uveso — 13 Mar 2018, 01:43


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2018-03-12T23:14:32+02:00 2018-03-12T23:14:32+02:00 /viewtopic.php?t=15991&p=161724#p161724 <![CDATA[Re: Pandemonium 17km x 13km]]>
biass wrote:
Kiliax wrote:If I see map being played enough I will be adding decals and making map into a gorgeous map.


so you're.... saying that if you see people playing the map you'll finish it? :?: :?:

Statistics: Posted by Kiliax — 12 Mar 2018, 23:14


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2018-03-12T23:03:11+02:00 2018-03-12T23:03:11+02:00 /viewtopic.php?t=15991&p=161722#p161722 <![CDATA[Re: Pandemonium 17km x 13km]]>

Uveso wrote:
I did not play the map, but my AI has.
That's what my AI says:

norushradius is missing!

AI WARNING: No rush option will not work on this map.


Marker ['Expansion Area 01'] is to close to Start Location ['ARMY_5']. Distance= 77.620872497559 (under 80).
Marker ['Naval Area 06'] is to close to Start Location ['ARMY_12']. Distance= 21.931713104248 (under 80).
Marker ['Naval Area 03'] is to close to Start Location ['ARMY_13']. Distance= 21.260292053223 (under 80).
Marker ['Expansion Area 01'] is to close to Start Location ['ARMY_3']. Distance= 77.006492614746 (under 80).
Marker ['Naval Area 04'] is to close to Start Location ['ARMY_11']. Distance= 25.612497329712 (under 80).
Marker ['Expansion Area 02'] is to close to Start Location ['ARMY_6']. Distance= 76.321685791016 (under 80).
Marker ['Naval Area 05'] is to close to Start Location ['ARMY_14']. Distance= 24.839485168457 (under 80).

AI WARNING: 14 LocationManagers will be confused while managing 7 overlaping areas.


18 markers for Land Path Node
32 markers for Water Path Node
35 markers for Air Path Node
50 markers for Amphibious Path Node

Land path marker: Missing markers to reach 22% of the Map
Land path marker: 4 Paths are to long.
Ampibious path marker: 12 Paths are to long.
Water path marker: 4 paths are leading over land.
Water path marker: 14 markers are to close to land
Air path marker: 6 Paths are to long.


AI WARNING: pathfinding corrupted

Result: AI efficiency factor = 72%

PandemoniumAI.png

Statistics: Posted by Kiliax — 12 Mar 2018, 23:03


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2018-03-12T21:28:19+02:00 2018-03-12T21:28:19+02:00 /viewtopic.php?t=15991&p=161720#p161720 <![CDATA[Re: Pandemonium 17km x 13km]]> That's what my AI says:

norushradius is missing!

AI WARNING: No rush option will not work on this map.


Marker ['Expansion Area 01'] is to close to Start Location ['ARMY_5']. Distance= 77.620872497559 (under 80).
Marker ['Naval Area 06'] is to close to Start Location ['ARMY_12']. Distance= 21.931713104248 (under 80).
Marker ['Naval Area 03'] is to close to Start Location ['ARMY_13']. Distance= 21.260292053223 (under 80).
Marker ['Expansion Area 01'] is to close to Start Location ['ARMY_3']. Distance= 77.006492614746 (under 80).
Marker ['Naval Area 04'] is to close to Start Location ['ARMY_11']. Distance= 25.612497329712 (under 80).
Marker ['Expansion Area 02'] is to close to Start Location ['ARMY_6']. Distance= 76.321685791016 (under 80).
Marker ['Naval Area 05'] is to close to Start Location ['ARMY_14']. Distance= 24.839485168457 (under 80).

AI WARNING: 14 LocationManagers will be confused while managing 7 overlaping areas.


18 markers for Land Path Node
32 markers for Water Path Node
35 markers for Air Path Node
50 markers for Amphibious Path Node

Land path marker: Missing markers to reach 22% of the Map
Land path marker: 4 Paths are to long.
Ampibious path marker: 12 Paths are to long.
Water path marker: 4 paths are leading over land.
Water path marker: 14 markers are to close to land
Air path marker: 6 Paths are to long.


AI WARNING: pathfinding corrupted

Result: AI efficiency factor = 72%

PandemoniumAI.png

Statistics: Posted by Uveso — 12 Mar 2018, 21:28


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2018-03-12T17:14:36+02:00 2018-03-12T17:14:36+02:00 /viewtopic.php?t=15991&p=161712#p161712 <![CDATA[Re: Pandemonium 17km x 13km]]>
Kiliax wrote:
If I see map being played enough I will be adding decals and making map into a gorgeous map.


so you're.... saying that if you see people playing the map you'll finish it? :?: :?:

Statistics: Posted by biass — 12 Mar 2018, 17:14


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2018-03-12T05:00:18+02:00 2018-03-12T05:00:18+02:00 /viewtopic.php?t=15991&p=161699#p161699 <![CDATA[Pandemonium 17km x 13km]]> preview-slope.jpg
views.jpg

Statistics: Posted by Kiliax — 12 Mar 2018, 05:00


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