Author Topic: Dwarf Planets Map (Fixed)  (Read 9233 times)

jhchrist

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Dwarf Planets Map (Fixed)
« on: February 08, 2010, 03:00:56 PM »
Dwarf Planets is a map with large bodies, each surrounded with smaller ones. I've wanted to play a map like this for a while, but couldn't find anything on the forums. After looking at the .level and .lua files from the built-in maps, I see why. Generating this map is done mostly through scripting, since I can't figure out how to express what I want through the XML while still maintaining the random aspect to maps. For those who want to go digging, the .lua file is somewhat parameterized, so you can change the kind of map you get with just a few changes to the source.

If anyone has any suggestions as to what parameters I can use to make the AI more aggressive, I would love to hear from you.

My first attempt at making a Eufloria map, suggestions are appreciated.

--jhc

Edit: Something is going wrong with my editor or my filesystem -- The map that was originally posted is nothing like what I intended. I have uploaded a fixed copy now.
« Last Edit: February 09, 2010, 11:32:17 AM by jhchrist »

annikk.exe

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Re: Dwarf Planets Map
« Reply #1 on: February 08, 2010, 04:24:03 PM »
Downloaded this :>  I have to go to work now but I will check it out tonight.

annikk.exe

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Re: Dwarf Planets Map
« Reply #2 on: February 09, 2010, 06:23:04 AM »
My friend Smokey just played this on my computer, and I watched.  Now I've been diggin around in your code to see how you've done it :>


Question...

How are you making the text at the start appear?
What does this line refer to??

Code: [Select]
MessageBox("01a_01")
i r confused... ^^  how does that equal "- BINARY GIANTS -" text at the start of the level?  What is 01a_01?


Anyway, yea.. This is good work for your first attempt :>  To make the AI a bit harder, I have a few suggestions.


Add the following lines just above -- Asteroid 0:

Code: [Select]
GetAI(2).Cowardice = 0.2
GetAI(2).MinExpansionForce = 10
GetAI(2).BattleSavvy = 0.1
GetAI(2).ReinforcementGreed = 0.9
GetAI(2).GreedyExpansion = 0.9
GetAI(2).AidEnthusiasm = 0.9
GetAI(2).ExpandBlind = 0.9
GetAI(2).ExpandToValuableAsteroidChance = 0.5

Those are the settings I used for Fluffy Land, and they seem to result in a pretty decent AI on that map.  You should probably tinker with it a bit to fine tune it for your map's layout though.


I would also suggest turning the flower probability down a little bit, by adding this line in with your other Globals:

Code: [Select]
Globals.Structures.FlowerProbability=(0.1)
Change the number in brackets to change the chance of a flower spawning.

You can use lots of decimal places if you like, I would suggest to make it quite hard for the player, turn the flower probability down to about 0.05
Then 1 in 20 dyson trees will make a flower - they will be truly precious.



Finally, I strongly suggesting greatly increasing the number of seedlings added to -- Asteroid 23

Currently you have a:AddSeedlings(40), I would suggest having more like 200...



I noticed you don't have any win conditions.  I made a guide to show you how to do this, if you wanna check that out :>  Steps 39-41.

jhchrist

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Re: Dwarf Planets Map (Fixed)
« Reply #3 on: February 09, 2010, 11:37:09 AM »
So, something is going wrong with my editor or my file system -- The map that was originally posted is nothing like what I intended. I have uploaded a fixed copy now.

Something was causing the file to occasionally revert to a really early copy of the file, but my editor could still read the newer version from somewhere. I think I started making this by modifying Binary Giants, so it may have reverted to a copy of Binary Giants :/. It looks like they have hard-coded strings such as "01a_01" to get replaced by other strings when loaded. Why they did this, I'm not sure.

Anyways, the map that is up there now is the map that I intended to share. As before, feedback is appreciated.

annikk.exe

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Re: Dwarf Planets Map (Fixed)
« Reply #4 on: February 09, 2010, 05:24:10 PM »
Will check it out tonight :>

Nightcro

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Re: Dwarf Planets Map (Fixed)
« Reply #5 on: February 09, 2010, 11:06:06 PM »
Great map ;D.Thanks. ;)
I will wait for more maps from you and i like return to fluffy land,but i couldn't finish it.YET!!

annikk.exe

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Re: Dwarf Planets Map (Fixed)
« Reply #6 on: February 11, 2010, 07:28:22 AM »
Played this tonight.  Had a look through the code as well.  That's some pretty neat stuff you've got going there :>

I think the main thing I would say is that if you want the map to be a real challenge, you need to give the AI computers a starting advantage.  I would also suggest turning flower probability down.

I also noticed a bug that I think is happening because of the size of the universe:



The win condition works good but I managed to lose all asteroids and seeds and still didn't "lose"..

Overall it's a great design for a map, I really like the configuration of the small pockets of roids and the idea of travelling between them via the big one.  I like the fact that it's procedurally generated as well.

evoke

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Re: Dwarf Planets Map (Fixed)
« Reply #7 on: February 28, 2010, 07:15:27 AM »
Misc: Insofar as Binary Giants is the out-of-box name of skirmish map 1, he's probably found the specific codes that link to those names, that the dev probably put in with an eye to translation or internationalization.  MessageBox("01a_01") => Binary Giants.   If 01a_02 or 01b_01 yields skirmish area level 2's particle acceleration name, that would confirm the patterning.  etc.