--- Log opened Sat Jul 27 00:00:30 2013 20130727 00:21:45-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 264 seconds] 20130727 00:22:57-!- vultraz_laptop [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 264 seconds] 20130727 01:12:55-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 246 seconds] 20130727 01:45:56-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-umc-dev 20130727 01:51:04-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 276 seconds] 20130727 01:52:11-!- shadowm_desktop [ignacio@186.9.66.188] has joined #wesnoth-umc-dev 20130727 01:52:40-!- shadowm_desktop is now known as Guest67955 20130727 03:11:29-!- Guest67955 [ignacio@186.9.66.188] has quit [] 20130727 03:11:41-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-umc-dev 20130727 03:24:39-!- fabi [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-umc-dev 20130727 03:27:40-!- Octalot [~noct@host86-186-158-160.range86-186.btcentralplus.com] has quit [Ping timeout: 246 seconds] 20130727 04:45:42-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-umc-dev 20130727 05:44:53-!- irker750 [~irker@ai0867.net] has quit [Quit: transmission timeout] 20130727 08:51:27-!- Crendgrim_ [~quassel@g224215186.adsl.alicedsl.de] has joined #wesnoth-umc-dev 20130727 08:54:59-!- Crendgrim [~quassel@g224212056.adsl.alicedsl.de] has quit [Ping timeout: 268 seconds] 20130727 09:15:52-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 256 seconds] 20130727 09:31:05-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20130727 11:30:37-!- Mal-Bumba [~bumba@d155109.upc-d.chello.nl] has joined #wesnoth-umc-dev 20130727 11:31:49-!- Mal-Bumba is now known as bumbadadabum 20130727 13:08:18-!- Octalot [~noct@host86-157-29-120.range86-157.btcentralplus.com] has joined #wesnoth-umc-dev 20130727 18:39:36-!- mattsc [~mattsc@154.20.34.165] has joined #wesnoth-umc-dev 20130727 18:43:53-!- mattsc [~mattsc@154.20.34.165] has quit [Quit: Bye] 20130727 18:44:30-!- mattsc [~mattsc@154.20.34.165] has joined #wesnoth-umc-dev 20130727 19:18:43-!- Octalot [~noct@host86-157-29-120.range86-157.btcentralplus.com] has quit [] 20130727 19:38:25-!- irker786 [~irker@ai0867.net] has joined #wesnoth-umc-dev 20130727 19:38:26< irker786> AI-Demos: mattsc master * r2cb3806 / lua/ai_helper.lua : Eliminate an unnecessary empty line - http://git.io/530eoA 20130727 19:38:44< vultraz> hey mattsc 20130727 19:38:59< mattsc> hi vultraz 20130727 19:39:56< mattsc> I changed the hard drive in my laptop yesterday and am still in the process of recovering from that … :P 20130727 19:40:23< mattsc> Looks like I got github working again at least ... 20130727 19:42:22< vultraz> I have an ai question: I set village_value and scout_village_targeting to 0 and yet the ai still insists on going after villages 20130727 19:43:29< mattsc> vultraz: hmm, I don't know about that off the top of my head, but I can look into it later. 20130727 19:43:55< vultraz> I suppose because the units have nothing else to do but move to villages 20130727 19:44:25< vultraz> and since I didn't give them targets, I guess they just go after villages 20130727 19:44:54< mattsc> vultraz: that's my guess as well. I assume that village_value is a multiplier to the target value and then it picks the largest-valued target. 20130727 19:45:18< mattsc> And value zero is still larger than no value at all, if there are no other targets. 20130727 19:45:31< mattsc> Do you have an enemy leader on that map? 20130727 19:45:34< vultraz> thing is, the scenario has 50 villages 20130727 19:45:59< vultraz> 5 sides, 1 player, 2 ai allied, 2 ai enemy 20130727 19:46:12< vultraz> I don't want the ai to waste time going after the 50 villages 20130727 19:46:22< vultraz> yet I also don't want to make it so they never go to villages 20130727 19:46:27< mattsc> Oh, you know what… Do the units grab villages that are in range, or do they actively go after the villages, even if they are out of reach? 20130727 19:46:40< vultraz> range 20130727 19:46:56< mattsc> Right, so that makes sense then, I guess. 20130727 19:47:16< mattsc> village_value (probably) only applies to the move-to-targets CA. 20130727 19:47:58< mattsc> So the AI will not send units toward villages that are not on the way toward another target )enemy leader), but if a village gets into range, it is grabbed by one of the other CAs. 20130727 19:48:13< vultraz> as far as I observed, yes 20130727 19:48:33< mattsc> That's my guess at least, from what I know the different CAs are doing. 20130727 19:48:48< vultraz> I could use [avoid] 20130727 19:48:59< vultraz> but I don't want them to always avoid them 20130727 19:49:03< mattsc> Or you could disable the villages CA 20130727 19:49:12< vultraz> You can do that? 20130727 19:49:20< mattsc> Sure 20130727 19:49:30< vultraz> But what happens if units need to heal 20130727 19:49:45< mattsc> http://wiki.wesnoth.org/AiWML#Using_.5Bmodify_ai.5D_to_Change_Goals.2C_Candidate_Actions_and_Stages 20130727 19:50:08< vultraz> I don't want the player to have exclusive village grab 20130727 19:50:20< mattsc> Grrr, damned Mountain Lion ! 20130727 19:50:36< mattsc> I believe that that is handled by the 'healing' CA separately. 20130727 19:51:15< mattsc> It would mean though that units would _never_ grab villages unless they end on them accidentally. 20130727 19:51:26< vultraz> hm... 20130727 19:52:01< vultraz> I'm really not sure what good behavior would be, here. the scenario is a siege scenario, against bandits 20130727 19:52:20-!- fabi [~fabi@wesnoth/developer/fendrin] has quit [Quit: Konversation terminated!] 20130727 19:52:23< mattsc> Well, that's why it's so hard to write an AI :) 20130727 19:52:29< vultraz> (defending against 20130727 19:52:52< vultraz> I'm not sure what would make more sense 20130727 19:53:06< vultraz> give them some already captured villages and let them do the rest? 20130727 19:53:39< vultraz> give them high-score targets and let them only take a village if it's in their path 20130727 19:54:41< vultraz> I think the first might be better...I'm not sure 20130727 19:57:19< mattsc> Well, it really depends on your scenario/map and what you want out of it, so I'm afraid I can't be of much help with that. 20130727 19:58:29< vultraz> I guess I'll go with option 1 and see how it goes 20130727 20:20:05-!- Crendgrim_ is now known as Crendgrim 20130727 20:58:25< mattsc> vultraz: what OS do you build Wesnoth with? 20130727 20:58:34< vultraz> OS X 20130727 20:58:42< mattsc> Which version, I mean 20130727 20:58:47< vultraz> 10.7.5 20130727 20:59:13< vultraz> if you're having errors, it's bc I haven't added the new files to the projfile yet 20130727 20:59:20< mattsc> Hmm. I just upgraded to 10.8 and now (of course) compiling with Xcode doesn't work any more ... 20130727 20:59:50< vultraz> I think jetrel said his build didn;t work too 20130727 21:00:09< vultraz> I'm afraid you and jet are the only people who have 10.8 and build wesnoth 20130727 21:00:29< vultraz> so I can add the files, but you'll have to figure out any other errors yourself 20130727 21:00:30< mattsc> I tried to use my old Wesnoth repository but I can't ever be so easy ... 20130727 21:00:57< mattsc> I actually get about 10,000 error message with things like string.h missing … Sounds like I am missing something really simple, but don't know what it is. 20130727 21:01:25< bumbadadabum> try to figure out building with scons 20130727 21:01:41< bumbadadabum> I'm pretty sure it's possible on mac 20130727 21:02:07< mattsc> bumbadadabum: yes - Alarantalara does that; but I don't know with which version. 20130727 21:02:35< mattsc> Anyways, I just tried the quick and dirty method which didn't work. I'll get back to it later when I have more time. 20130727 23:47:39-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-umc-dev --- Log closed Sun Jul 28 00:00:44 2013