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Topic Summary

Posted by: waresky
« on: January 13, 2019, 07:40:42 AM »

Xmas 2020 : C# under tree.

:D
Posted by: Steve Walmsley
« on: December 20, 2018, 10:27:03 AM »

Steve, my letter to Santa is under the tree already.. please, do not upset this poor kid.

:)

It will be a while yet I am afraid. Months rather than weeks. I am well into testing, which is a very good sign, but there are still some decent chunks of work to do.
Posted by: Kaiser
« on: December 20, 2018, 10:16:44 AM »

Steve, my letter to Santa is under the tree already.. please, do not upset this poor kid.
Posted by: Kurt
« on: December 20, 2018, 08:22:18 AM »

Not exactly an update, more of a 'hmmmm'

The NPR is using the Demonic Realm theme for system naming. I had to modify something in the SB and noticed that the NPR home world Population ID is 666!

"And the beginning of the end came on Christmas, 2018, when an obscure game developed by an independent game designer achieved sentience and became the first true example of transcendent AI."

Kurt
Posted by: Steve Walmsley
« on: December 20, 2018, 03:46:13 AM »

I feel like this new AI will be better than the kinds we see in many an AAA game out there... Can't wait!!!

Don't get too optimistic :)

Economics does look OK so far but I'll be happier once I see how the AI handles combat and diplomacy.

Posted by: Jovus
« on: December 19, 2018, 07:13:12 PM »

Not exactly an update, more of a 'hmmmm'

The NPR is using the Demonic Realm theme for system naming. I had to modify something in the SB and noticed that the NPR home world Population ID is 666!

Uh oh.

Clearly the AI code and the whole database are cursed, and must be purged. It's OK; I'm sure you can put it back together from scratch in no time.
Posted by: Xkill
« on: December 19, 2018, 05:27:01 PM »

I feel like this new AI will be better than the kinds we see in many an AAA game out there... Can't wait!!!
Posted by: Steve Walmsley
« on: December 19, 2018, 05:07:03 PM »

Not exactly an update, more of a 'hmmmm'

The NPR is using the Demonic Realm theme for system naming. I had to modify something in the DB and noticed that the NPR home world Population ID is 666!

Posted by: roug
« on: December 19, 2018, 05:01:28 AM »


"BTW in the current test game, the NPR recently recovered a spaceport from ruins.  With the spaceport already in place, the NPR decided to convert this colony into a major base and has moved in a battle fleet, substantial ground forces, tracking stations and population, plus transferred a large amount of fuel from the home world.  All this was done based on existing AI code - I didn't have to code for this specific situation.  Meanwhile, automated mines recovered from the ruin are being moved to a newly established mining colony in a nearby system. "


Paradox should hire you for AI in HOI 4  ;D
I cannot wait to play this game!!!
Posted by: Impassive
« on: December 19, 2018, 02:54:27 AM »

Quote from: Steve Walmsley link=topic=10096. msg111353#msg111353 date=1545052451
Quote from: Impassive link=topic=10096. msg111352#msg111352 date=1545040109
Loving these updates Steve! Each post gets me excited :) What do you have left to do before release?

Still some significant areas.  Combat and planetary invasions for the AI for example and some general ground combat related areas, including air-to-air for ground support fighters.  I am working through as I need them.  I have some time off over Xmas so I will turn on Precursor activation for the NPR in the current game and see what happens.  Programming for actual situations is easier than trying to visualize what might happen.  I also need to add a lot more NPR and Spoiler types to provide a variety of opposition.  I'm going to tackle Star Swarm first, which will be familiar in some ways but will also borrow some behaviour from WH40k Tyranids.  I have some ideas in mind regarding how to make them much more 'interesting'.

There is still a fairly long to-do list but its relatively small compared to what is already done.  I already feel like I am playing Aurora again for the first time in almost three years.  Next up (I hope by end of Xmas holiday) is probably a new campaign with TN player race, a couple of NPRs and both Precursors and Swarm active.

BTW in the current test game, the NPR recently recovered a spaceport from ruins.  With the spaceport already in place, the NPR decided to convert this colony into a major base and has moved in a battle fleet, substantial ground forces, tracking stations and population, plus transferred a large amount of fuel from the home world.  All this was done based on existing AI code - I didn't have to code for this specific situation.  Meanwhile, automated mines recovered from the ruin are being moved to a newly established mining colony in a nearby system.

Amazing work Steve! All I want for Christmas is Aurora 4x but I'll have to be patient :) I'll spend some time theory crafting my Ground Forces Composition and Fleet Doctrine for when the game is ready for release. 
Posted by: Silvarelion
« on: December 17, 2018, 07:29:35 AM »


There is still a fairly long to-do list but its relatively small compared to what is already done. I already feel like I am playing Aurora again for the first time in almost three years. Next up (I hope by end of Xmas holiday) is probably a new campaign with TN player race, a couple of NPRs and both Precursors and Swarm active.

BTW in the current test game, the NPR recently recovered a spaceport from ruins. With the spaceport already in place, the NPR decided to convert this colony into a major base and has moved in a battle fleet, substantial ground forces, tracking stations and population, plus transferred a large amount of fuel from the home world. All this was done based on existing AI code - I didn't have to code for this specific situation. Meanwhile, automated mines recovered from the ruin are being moved to a newly established mining colony in a nearby system.

It must be satisfying to see things working as planned!  I've been really psyched on all the changes you've been making.  Thank you for all of it!
Posted by: TMaekler
« on: December 17, 2018, 07:24:21 AM »

BTW in the current test game, the NPR recently recovered a spaceport from ruins. With the spaceport already in place, the NPR decided to convert this colony into a major base and has moved in a battle fleet, substantial ground forces, tracking stations and population, plus transferred a large amount of fuel from the home world. All this was done based on existing AI code - I didn't have to code for this specific situation. Meanwhile, automated mines recovered from the ruin are being moved to a newly established mining colony in a nearby system.
This sound pretty cool...
Posted by: Steve Walmsley
« on: December 17, 2018, 07:14:11 AM »

Loving these updates Steve! Each post gets me excited :) What do you have left to do before release?

Still some significant areas. Combat and planetary invasions for the AI for example and some general ground combat related areas, including air-to-air for ground support fighters. I am working through as I need them. I have some time off over Xmas so I will turn on Precursor activation for the NPR in the current game and see what happens. Programming for actual situations is easier than trying to visualize what might happen. I also need to add a lot more NPR and Spoiler types to provide a variety of opposition. I'm going to tackle Star Swarm first, which will be familiar in some ways but will also borrow some behaviour from WH40k Tyranids. I have some ideas in mind regarding how to make them much more 'interesting'.

There is still a fairly long to-do list but its relatively small compared to what is already done. I already feel like I am playing Aurora again for the first time in almost three years. Next up (I hope by end of Xmas holiday) is probably a new campaign with TN player race, a couple of NPRs and both Precursors and Swarm active.

BTW in the current test game, the NPR recently recovered a spaceport from ruins. With the spaceport already in place, the NPR decided to convert this colony into a major base and has moved in a battle fleet, substantial ground forces, tracking stations and population, plus transferred a large amount of fuel from the home world. All this was done based on existing AI code - I didn't have to code for this specific situation. Meanwhile, automated mines recovered from the ruin are being moved to a newly established mining colony in a nearby system.
Posted by: Impassive
« on: December 17, 2018, 03:48:29 AM »

Loving these updates Steve! Each post gets me excited :) What do you have left to do before release?
Posted by: Steve Walmsley
« on: December 16, 2018, 03:26:20 PM »

A quick update on NPR Research.

There have been problems in VB6 with NPRs duplicating research or not following sensible research strategies. Therefore, each NPR design theme in C# Aurora has a built-in tech progression. This consists of many tech groups, each of which contains one or more tech types. For example, a group might simply contain armour, or it may contain a group of energy weapon related tech types, including the major components for the NPR's preferred weapon plus beam fire control techs. An engine-related tech group may contain reactor, engine and fuel consumption tech types. The NPR may have the same tech group multiple times in its design theme progression.

An NPR will check the total research cost for the tech group, based on the next tech within each tech type, and then dedicate all research in its empire toward achieving that total. For example, if the tech group is engines (reactor, engine, fuel consumption) and the NPR already has ion tech, it will total Stellarator Fusion Reactor (12,000), Magneto-plasma Drive Technology (20,000) and Fuel Consumption: 0.6 Litres per Engine Power Hour (8000) for a total of 40,000 RP. Once the total is hit, it gains all the techs in that tech group. Certain tech groups will trigger a redesign for NPR ship types and/or ground forces.

Each tech group has an associated research field based on the majority field within the group. Progression will be based on either the best scientist for that field, regardless of admin rating, or the best overall scientist if that bonus exceeds 4x the specialist bonus.

This gives some advantages over players (no admin limit) and some disadvantages (less flexible). Most importantly, this should provide a much more cohesive NPR research strategy and make NPRs more challenging as they improve their technology. This code has been working since before the current campaign.
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