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Wasteland, some old stuff #92252
09/29/06 10:17
09/29/06 10:17
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Posts: 4,305
Here the old Wasteland the ClanWars demo (2004),
I removed it a while ago from the website, as I was working on a total rework.
But I never brought the rework to a full game. It was supposed to be
a strict Client-Server system (did work fine on LAN), But 3dGS is not a multiplayerprogrammers friend,
so I abandoned it.

Here the old Hard-AI demo, one level, destroy the villians base.

You need to collect scrap with the scavangers and pump water with the wells,
very classic RTS usage.

You can use the code freely, to see how to set up an RTS

clanwars.zip 15MB




Re: Wasteland, some old stuff [Re: Damocles] #92253
09/29/06 10:25
09/29/06 10:25
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Ups, just played it and got overrun

this is the "Hard AI" Demo, as requested by some players back then,
who thought it was to easy.
Try to Build a barrack and some Raiders/troopers quickly, to stand the first Rush.


This version is a bit buggy,
to avoid the first Rush, place the green trooper in the northwest,
after he is killed, the enemies stay at their point, and you can build up the base
without getting overrun.
(use units as baits, that get attacked, so the enemy troup chases after them,
and does not get to the base, in the early part of the game)

To build raiders, you need to build an HQ, and make the tavern upgrade,
then build barracks.
You also need to build waterwells (upgrade in the scrapyard)
onto the green-grass fields.


Re: Wasteland, some old stuff [Re: Damocles] #92254
09/29/06 11:24
09/29/06 11:24
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Posts: 5,900
Bielefeld, Germany
That's a very kind contribution!

Re: Wasteland, some old stuff [Re: Pappenheimer] #92255
09/29/06 12:10
09/29/06 12:10
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Are you going to stop working on this RTS entirely? That would be so bad, I really liked it! Anyways, thanks for the contribution, great to be able to see how you've done the AI, especially pathfinding with groups, it'll take a while before I fully understand how you did it though hehehe,

Edit: After a quick test, it gives some errors trying to run it ... A error telling a line is too big (1024) characters or something and a lot of pointer errors and 2 missing wad files .. Doesn't matter that much though, I'm interested in the code only,

Cheers

Last edited by PHeMoX; 09/29/06 12:12.

PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, some old stuff [Re: Pappenheimer] #92256
09/29/06 12:24
09/29/06 12:24
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
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FeiHongJr  Offline
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Posts: 2,628
IL,US
Lol that deffinately is difficult. Got overran a few times. Last time I at least got a few things built Very cool game cant wait to see the new improved version... hopefully it wont be as hard


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: Wasteland, some old stuff [Re: FeiHongJr] #92257
09/29/06 12:30
09/29/06 12:30
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
Starting it with A6 is probably a problem, it is build with A5com.

I have done a much better job on the rework, concerning groupmovement,
but the old demo works good anyway in this part.

The AI is fairly simple, ist just builds up the base, collects ressources, and
then does rush-attacks into the players base in certain time periods.

If you want to reduce the AI hardness, you need to make the rush-cycles longer
(somewhere in the code)

Re: Wasteland, some old stuff [Re: Damocles] #92258
09/29/06 12:34
09/29/06 12:34
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Posts: 8,177
Netherlands
Aaah okey, thanks for pointing that out ..

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, some old stuff [Re: PHeMoX] #92259
09/29/06 12:43
09/29/06 12:43
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
insert: var video_screen = 1; //Fullscreen

to get it easyer:

in Ai_core look for


//#1
if((ai_attack_number==0)&&(ai_hq_attack<0)&&(enemy_raider>1)&&(player_schmiede<1))//&&(enemy_trooper>3))//&&(enemy_flame>1))
{ai_attack_number+=1;ai_attack_hq=1;wait(1); ai_attack_hq=0;ai_hq_attack=3000;} //commando, attackiere HQ durch alle kampfeinheiten
//#2
if((ai_attack_number>0)&&(ai_hq_attack<0)&&(enemy_raider>4)&&(player_schmiede<1))//&&(enemy_trooper>3))//&&(enemy_flame>1))
{ai_attack_number+=1;ai_attack_hq=1;wait(1); ai_attack_hq=0;ai_hq_attack=3000;} //commando, attackiere HQ durch alle kampfeinheiten
/*
//#3 -> bis schmiede da
if((ai_attack_number>=2)&&(ai_hq_attack<0)&&(enemy_raider>4)&&(player_schmiede<1))//&&(enemy_trooper>3))//&&(enemy_flame>1))
{ai_attack_number+=1;ai_attack_hq=1;wait(1); ai_attack_hq=0;ai_hq_attack=1000;} //commando, attackiere HQ durch alle kampfeinheiten
*/
//ongoing, wenn schmiede da
if((ai_hq_attack<0)&&(enemy_raider>5)&&(player_schmiede>0)&&(enemy_trooper>4))
{ai_attack_hq=1;wait(1); ai_attack_hq=0;ai_hq_attack=3000;} //commando, attackiere HQ durch alle kampfeinheiten


the old time was ai_hq_attack=1000;

change it to ai_hq_attack=3000; for example, to increase teh attack time.


also you need to change the nam : search.wdl to search_.wdl


then it should run in A6 also (I dont use the current beta version, it
starts with the last stable realease of A6)

Re: Wasteland, some old stuff [Re: Damocles] #92260
09/29/06 13:02
09/29/06 13:02
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
In the zip file it's already search_.wdl , but that doesn't seem to be the biggest problem. It's the mainobs.wdl, it gives an error for a line being too long. And after that it gives some errors about filenames which are too long...

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, some old stuff [Re: PHeMoX] #92261
09/29/06 13:04
09/29/06 13:04
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
What A6 version do you use?
I just started it, and it worked with my A6com 6.31.4

out of the GST builder (not wed...)



I still get overrun btw,


change

player_scrap=2000; //mit 300 credits anfangen
enemy_scrap=2000; //mit 300 credits anfangen

in main, to

player_scrap=5000; //mit 300 credits anfangen
player_water=1000;
enemy_scrap=1000; //mit 300 credits anfangen

for example




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