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Projects & Development => Inactive Projects => GORF => Outpost: Renegades => Topic started by: Eddy-B on August 30, 2005, 12:12:32 PM

Title: Repair Importance
Post by: Eddy-B on August 30, 2005, 12:12:32 PM
POLL:

Please order this list for buildings to repair; the most important one first:[ol type=\'1\'][li]CommandCenter[/li][li]StructureFactory[/li][li]CommonOreSmelter[/li][li]CommonOreMine[/li][li]Tokamak/MHDGenerator/SolarPowerArray[/li][li]BasicLab[/li][li]StandardLab[/li][li]AdvancedLab[/li][li]University[/li][li]Nursery[/li][li]Agridome[/li][li]VehicleFactory[/li][li]ArachnidFactory[/li][li]Residence[/li][li]RareOreSmelter[/li][li]RareOreMine[/li][li]RobotCommand[/li][li]CommonStorage[/li][li]RareStorage[/li][li]MedicalCenter[/li][li]MeteorDefense[/li][li]Observatory[/li][li]DIRT[/li][li]Garage[/li][li]Forum/RecreationFacility/ConsumerFactory[/li][li]Spaceport[/li][li]GORF[/li][/ol]This is a temparary list that i quickly made up just now. I'll insert the final list into my repairing ConVec AI-code. GPs are not on the list, because the code can choose NOT to repair GPs (coz of explosion danger, taking any unit next to it with it), but you could add them as well, if you like.

How to edit: quote me, and rearrange the list. Just leave the
Title: Repair Importance
Post by: zigzagjoe on August 30, 2005, 04:49:12 PM
Quote
[ol type=\'1\']
[/li][li]CommandCenter
[/li][li]StructureFactory
[/li][li]Agridome
[/li][li]Tokamak/MHDGenerator/SolarPowerArray
[/li][li]CommonOreSmelter
[/li][li]Nursery
[/li][li]University
[/li][li]StandardLab
[/li][li]CommonOreMine
[/li][li]AdvancedLab
[/li][li]VehicleFactory
[/li][li]CommonStorage
[/li][li]RareOreSmelter
[/li][li]RareStorage
[/li][li]Residence
[/li][li]RareOreMine
[/li][li]RobotCommand
[/li][li]MedicalCenter
[/li][li]MeteorDefense
[/li][li]Observatory
[/li][li]DIRT
[/li][li]Garage
[/li][li]Spaceport
[/li][li]ArachnidFactory
[/li][li]Forum/RecreationFacility/ConsumerFactory
[/li][li]GORF
[/li][li]BasicLab
[/li][/ol]
idk y u would rly list basic lab at all, lol
Title: Repair Importance
Post by: Mez on August 30, 2005, 05:06:43 PM
1. CommandCenter
   2. StructureFactory
   3. CommonOreSmelter
   4. CommonOreMine
   5. AdvancedLab (due to its explosive properties, could do more damage whilst damaged)
   6. Tokamak/MHDGenerator/SolarPowerArray (only emp damaged not physical like adv lab)
   7. StandardLab
   8. Agridome (food more important then morale, food = life)
   9. MedicalCenter (workers required to live as long as possible)
  10. RareOreSmelter (usually only have 1)
  11. University (uni = nursey of equal importance, but more ppl would die in a uni)
  12. Nursery
  13. RareOreMine
  14. VehicleFactory
  15.  Observatory (needed for the defence to work)
  16. MeteorDefense
  17. BasicLab
  18. GORF (saves ore)
  19. ArachnidFactory (most people dont use very well)
  20. Spaceport (not essential for the colony to survive, but is more important than morale improvements etc)
  21.  RobotCommand
  22. Garage
  23. Residence (all depends on other factors, and the existing morale, and if the building is disabled by damage or not)
  24.  DIRT
  25. Forum/RecreationFacility/ConsumerFactory
  26. RareStorage (storage is non essential, but if no smelters exist they should go up to place 3 and 4, for obvious reasons)
  27. CommonStorage

All buildings below place 3, if disabled due to damage should go up to place 3 as saving them saves lots of time and ore!
Title: Repair Importance
Post by: Eddy-B on August 31, 2005, 04:55:48 AM
Quote
idk y u would rly list basic lab at all, lol
as i said, its a quick copy (and some re-arrange) from the sdk header, i took out GPs and lights, trade centers. Basic lab only exists, if the other 2 labs aren't available yet.

Thanx joe and mezza for those lists. The more lists i get, the more accurate my AI will mimmic human behaviour, altho the disabled/damage-amount etc has to also account for importance.

Keep it coming guys!
Title: Repair Importance
Post by: Shuffles on September 07, 2005, 01:08:26 PM
1. CommandCenter
2. StructureFactory
3. CommonOreSmelter
4. Advanced Lab
5. Tokamak/MHDGenerator/SolarPowerArray
6. VehicleFactory
7. Agridome
8. CommonOreMine
9. RareOreSmelter
10. RareOreMine
11. University
12. Nursery
13. StandardLab
*Guard Posts
14. CommonStorage
15. MeteorDefense
16. Observatory
17. Spaceport
18. Garage
19. DIRT
20. BasicLab
21. RobotCommand
22. ArachnidFactory
23. Residence
24. GORF
25. MedicalCenter
26. RareStorage
27. Forum/RecreationFacility/ConsumerFactory

Basically, high priority given to structures needed for basic colony funtions (power, food, ore) Also, low priority given to strutures easily replaced if lost. Strutures that help rebuild/defend the colony given high priority.
Title: Repair Importance
Post by: TH300 on September 07, 2005, 05:11:17 PM
a static list isn't the best idea.
make it dynamic so that agridomes don't have high priority unless there's a lack of food, so that it doesn't care too much about toks when there are still enough power houses if one is lost, so that a building isn't repaired when its under heavy attack and going to collapse anyway...
Title: Repair Importance
Post by: Shuffles on September 07, 2005, 05:24:04 PM
Oh right I forgot to add, make make it so heavily damaged buildings are repaired first, and then less damaged ones.  this way a 4% damaged CC won't take priority over a 98% damaged tokamak.
Title: Repair Importance
Post by: BlackBox on September 07, 2005, 08:36:41 PM
Can't really do a dynamic list with BuildingGroups.

You record buildings in a certain order, and it executes those commands in that order, and none other...
There's really nothing conditional about the order at all. You can't select based on damage, or what's the most 'important' at that point...

At least this is how I get it, if Eddy is using BuildingGroups to do the work.
 
Title: Repair Importance
Post by: Eddy-B on September 08, 2005, 03:09:13 AM
Quote
Can't really do a dynamic list with BuildingGroups.

You record buildings in a certain order, and it executes those commands in that order, and none other...
There's really nothing conditional about the order at all. You can't select based on damage, or what's the most 'important' at that point...

At least this is how I get it, if Eddy is using BuildingGroups to do the work.
well, im not :D

u can't repair buildings using the buildinggroup.
I browse all buildings, finding one that is damaged, then assign a convec to fix it. At the moment this "browsing" is done using the standard map_id list, i.e. starting with mapCommonOreMine until mapTokamak (making the tokamaks LAST on the priority list). I want to change that list.

I was planning to use a simple array holding the list, but making it dynamic would be great, althou that would make the use of a (static) array difficult, as moving 1 item "up" in the list, would mean moving all the other ones down (one by one). Does MSVC have a dynamic list (like Borland has a TList class) ?  If not i'll write it myself - i've cerated many classes like that before, so that won't be a problem.

But the 'answers' you guys gave me help me in determining a list (a starting list for sure). From there i can take it further.

I also have to update the code to include spiders and repairVehicles if available; it now only finds convecs.


PS: about a dynamic buildingGroup - i HAVE been thinking about creating that (using AIProc or triggers), since that procedure can also use some improvement, is my opinion..
Title: Repair Importance
Post by: Highlander on September 08, 2005, 03:45:39 AM
Figure I might do a list for you aswell, though it might be a little late. I'll add some notes at the end for you to have a thought about.


Top Priority:

1. CommandCenter
2. CommonOreMine
3. CommonOreSmelter
4. Tokamak/MHDGenerator/SolarPowerArray
5. Advanced Lab
6. Agridome
7. StructureFactory

High Priority:

8. Nursery
9. University
10. VehicleFactory
11. RareOreMine
12. RareOreSmelter
13. StandardLab


Medium Priority:

14. RobotCommand
15. Residence
16. MedicalCenter
17. Forum/RecreationFacility/ConsumerFactory
*Guard Posts

Low Priority:

18. DIRT
19. GORF
20. Observatory
21. MeteorDefense
22. Spaceport
23. Garage
24. BasicLab
25. ArachnidFactory
26. CommonStorage
27. RareStorage




Explanatory Notes:

Top Priority: Most important structures. Adv Lab is only on this list because of potential Exploding damage.

High Priority: Makes up the rest of the necessary buildings which are needed to make a base survive.

Medium Priority: Mainly Morale Enhancers

Low Priority: Buildings which you don't really need, but they can be useful at times.




Further, I would not repair all buildings more than half way. (Time saving) Exceptions are buildings that might explode.

I also like to play with morale on my side, as I usually find that more rewarding than just rushing for high technologies.




 
 
Title: Repair Importance
Post by: gamerscd0 on September 08, 2005, 07:26:22 AM
the first one should be the most damaged shouldnt it? ;)  
Title: Repair Importance
Post by: BlackBox on September 08, 2005, 08:31:41 PM
MSVC has an STL list. (There are several different types of lists, queues, stacks, etc)

Code: [Select]
#include <list>

use this link: http://www.cppreference.com/cppstl.html (http://www.cppreference.com/cppstl.html)

to learn about the STL.
Title: Repair Importance
Post by: Betaray on September 08, 2005, 09:31:36 PM
would it be possible to modify this so that vecs will auto repair as well?

like on the garage you would have a call button or somthing, and it would have every dmged vec a certain distance from it dock and repair than leave to let another come in?
Title: Repair Importance
Post by: Eddy-B on September 09, 2005, 02:23:46 AM
sounds like a good idea. I was already planning to do this for AI purposses, but i don't know if it's possible to add a button to the garage view.
Title: Repair Importance
Post by: zigzagjoe on September 09, 2005, 08:04:45 AM
i doubt it, that'ld require quite a bit of work on the engine. at best, you could prolly implement it in a dll.....
Title: Repair Importance
Post by: Hooman on September 09, 2005, 03:20:33 PM
Well, I think I came across some sort of button class that seemed to use all virtual functions. So if you implemented all the virtual functions right, and found out how to actually add one to the list of buttons, it might be possible without any code overwrites. But yeah, it'd probably be specific to a DLL. And probably a lotmore involved than I just made it sound :(

 
Title: Repair Importance
Post by: Betaray on September 10, 2005, 01:56:20 PM
well if you cant have a button, mabe have it so the garage automaticly sends out that command every 5 tm or so, and it would call in any damaged idle vec
Title: Repair Importance
Post by: Eddy-B on October 04, 2005, 01:54:35 PM
Using the 4 lists you guys gave me, i've added points to every list.
The list is shown below, sorted to the total amount of points, averaged out over all 4 posted lists, this is the resulting preference in repairing. Feedback please !!
Title: Repair Importance
Post by: leeor_net on October 04, 2005, 08:20:19 PM
Quote
idk y u would rly list basic lab at all, lol

You know, I've always hated this kind of thing.
 
Title: Repair Importance
Post by: HaXtOr on October 04, 2005, 09:32:03 PM
CommandCenter
Tokamak/MHDGenerator/SolarPowerArray
StructureFactory
CommonOreSmelter
CommonOreMine

MeteorDefense
Observatory

CommonStorage
RareStorage
BasicLab

StandardLab
Stop picking your nose
AdvancedLab
University
Nursery
Agridome
VehicleFactory
ArachnidFactory
Spaceport <- depends if space port is needed

Residence
RareOreSmelter
RareOreMine

MedicalCenter


GORF
DIRT
Garage
RobotCommand<- why?
Forum/RecreationFacility/ConsumerFactory <- lmao why repair them?
 
Title: Repair Importance
Post by: Eddy-B on October 05, 2005, 01:44:22 PM
Quote
Quote
idk y u would rly list basic lab at all, lol

You know, I've always hated this kind of thing.
This repair order is for AI, not for human players, if the mission includes a basic lab, it should be fixed when damaged. That's why it should be ON the list. Any building that hasn't been built yet will obviously not require any repairs.

Thanx haxtor for your list, i'll add it to the ones i have and change the order if necessary. :)

btw haxtor: same goes for things like cmd center or space port: if AI doesn't NEED a spaceport, it sure won't be built, and so it will not appear on the repair-list either..
Title: Repair Importance
Post by: CK9 on October 06, 2005, 12:28:32 PM
CommandCenter
Tokamak/MHDGenerator/SolarPowerArray
StructureFactory
RareOreSmelter
RareOreMine
CommonOreSmelter
CommonOreMine
Spaceport
AdvancedLab
VehicleFactory
StandardLab
GORF
DIRT
University
Nursery
Agridome
ArachnidFactory
Residence
RobotCommand
CommonStorage
RareStorage
MedicalCenter
MeteorDefense
Observatory
Garage
Forum/RecreationFacility/ConsumerFactory

 
Title: Repair Importance
Post by: Sirbomber on October 06, 2005, 05:34:26 PM
Quote
  • StructureFactory
  • Tokamak/MHDGenerator/SolarPowerArray
  • CommonOreSmelter
  • RareOreSmelter
  • Spaceport
  • VehicleFactory
  • AdvancedLab
  • Nursery
  • StandardLab
  • University
  • Agridome
  • MedicalCenter
  • CommonOreMine
  • RareOreMine
  • Observatory
  • GORF
  • RobotCommand
  • Garage
  • MeteorDefense
  • Residence
  • DIRT
  • Forum/RecreationFacility/ConsumerFactory
  • CommonStorage
  • RareStorage
  • ArachnidFactory
  • BasicLab
  • CommandCenter (if under attack)
I put the Command Center at the bottom because if it's taking damage, well...  :(  
Title: Repair Importance
Post by: CK9 on October 07, 2005, 01:16:34 AM
If it's under attack, you should keep the hit points up and get some units together.
Title: Repair Importance
Post by: Sirbomber on October 07, 2005, 05:46:41 PM
If they could get through your defenses and get at your cc though, the battle's already over. If they cut through your units like something really sharp and on fire, then there isn't much you can do. Especially since they'll just eat anything that tries to repair the cc if they're smart. In other words, if it get scratched up a bit by a disaster, go ahead and fix it up.
What I'm trying to say is, if your cc has taken serious damage anyways, you CAN'T repair it since the game automatically counts that as mission failed. Therefore, the cc isn't even worth repariing snce it never gets a chance TO BE reparied!
Title: Repair Importance
Post by: Betaray on October 07, 2005, 11:19:54 PM
I think that the structures (at least the manned ones anyway) should be able to slowly self repair, mabe just up to a point, becuase according the noliva the people inside the structure would repair it

and if you think about it, do you really think that the people would just sit around and do nothing about that gapeing hole in their residence?

also, mabe unmanned structures would self repair if they are close enough to a manned structure, again, with the nolivas, they had people going outside to repair guard posts and the like

I dont know, mabe they would do that only if there was a DIRT

 
Title: Repair Importance
Post by: Sirbomber on October 08, 2005, 09:34:01 AM
But what if they were repairing something when they get shot in the face by a rocket, zapped with 8 billion volts of electricity, get their arms sawed off by a laser, or get a mine stuck to their chest?  :P
They can't risk the last survivors of humanity by having them run willy-nilly around outside with scrap metal and glue sticks!
and they DO do something about the huge hole in their residences. They run away, since when your only residence blows up you don't lose your entire population.  :rolleyes:  
Title: Repair Importance
Post by: Betaray on October 09, 2005, 02:39:34 PM
im talking about when the structure is still active, like for axample a residence, it can be serisouly damaged, and have many big holes in it, yet its still active and people still live in it, you cant tell me that they would just leave it as it is, I mean, they wouldnt be able to repair it fully, but they would at least build a rudamentary hull or somthing to keep the air in

and of corse they wouldnt repair during combat situations, they would be down in their shelters, but after the battle they would come out and clean up
Title: Repair Importance
Post by: Eddy-B on October 12, 2005, 06:54:34 AM
damage does not necessarily mean attack. It can be quake damage for instance.
Title: Repair Importance
Post by: Eddy-B on October 12, 2005, 07:14:07 AM
An updated list, adding the last 3 replied lists (imporant changes are italic'd):

Quote
Feedback please !!
    [/li][li]StructureFactory
    [/li]
  • CommandCenter
  • Tokamak
  • CommonOreSmelter

  • CommonOreMine
  • AdvancedLab

  • Agridome
  • RareOreSmelter
  • VehicleFactory
  • StandardLab
  • Nursery
  • University

  • RareOreMine
  • Spaceport
  • Observatory
  • MeteorDefense

  • MedicalCenter
  • CommonStorage
  • Residence
  • RobotCommand
  • GORF
  • DIRT

  • RareStorage
  • ArachnidFactory
  • BasicLab
  • Garage

  • Forum
because of sirbombers view on the CC, it has switched places with the SF.
I've also grouped them together with structures that now have their pointsd close together (i gave each one points) - this for a better overview.
Title: Repair Importance
Post by: zigzagjoe on October 12, 2005, 08:23:46 AM
ones in red should not be on the list at all, as they are relativly low priority items and you can make do w/o them.
Title: Repair Importance
Post by: Highlander on October 12, 2005, 09:28:37 AM
*Waits patiently to see ZZJ pull Ore out of a disabled Mine*
Title: Repair Importance
Post by: Eddy-B on October 15, 2005, 09:06:27 AM
LMAO!

i'll give it one more try: these are NOT suppose to be used by Humans!
This is a list of buildings, that the repair-ai will go through, on determining which one to repair. If several buildings are damaged, the one on the bottum of the list (things like forum, gorf & dirt) will ONLY be fixed when all other buildings {with higher priority} have been repaired already.

Also, i need to add, the ai will only use convecs that are not busy, and are not waiting for a kit to be built at an SF..

Also, any building that has only very minor damage will not be repaired at all. It takes a lot of time driving to the location, conpaired to the time it requires to fix the building. This also prevents tokamaks from being repaired constantly.


The list i created only, because my ai now goes through the 'standard' enumerated list map_id.
Title: Repair Importance
Post by: Starfox00000 on February 20, 2006, 04:08:26 AM
-All disabled-damage things if possible-
1. Guardpost
2. Spaceport
3. Advanced Lab
4. MHD Generator/Geothermal Power Plant/Solar Power Array
5. Command Center
6. Structure Factory
7. Common Ore Smelter
8. Common Storage
9. Common Ore Mine
10. Vehicle Factory
11. Agridome
12. University
13. Nursery
14. Observatory
15. Meteor Defense
16. Rare Ore Smelter
17. Rare Ore Storage
18. Rare Ore Mine
19. DIRT
20. Medical Center
21. Consumer Factory
22. Residence
23. Fourm
24. Recreation Facility
25. Arachnid Factory
26. Standard Lab
27. Basic Lab
28. Robot Command Center
29. Garage
30. GORF
31. Tokamak

Some Explanation
-The Tokamak is on the bottom because if this is a list the AI will go through, and its only got like one convec then, well you wont repair anything beyond the Toakmak.
-The Garage is at the bottom because if a vehicle is alive, its working, albeit a bit slower than normal but working none the less.
-The DIRT is where it is because it reduces damage.
-The top four things are there because they explode, and because of this need top priority.
-The Storages are where they are because if the smelter is dead, you need ore to rebuild  and ore in general, you would need storages.
-The Consumer Factory is above the other morale only items because it alone can keep your morale at ninety-nine.
-The Standard and Basic lab are lower because the AI doesn't even research, and if something happend so you need to repair and rebuild, piority does not go to research. and the Basic is lower than the Standard because if you have a standard lab, a basic lab is probably useless anyways.
Title: Repair Importance
Post by: dm-horus on February 21, 2006, 12:15:04 AM
debate fodder. boooooo :P
Title: Repair Importance
Post by: Arklon on February 21, 2006, 03:38:31 PM
If the AI's space ports are going to be a bit close to their bases, then they should have a much higher priority as their explosions are massive.

And the AI actually DOES research...
Title: Repair Importance
Post by: Eddy-B on February 22, 2006, 03:42:56 AM
Quote
And the AI actually DOES research...
Not necessarily correct: in most missions (read; all but 1: the new Renegade-Colony game) the Ai does NOT research as you would come to uncderstand it.

The original coders just created a timetrigger to fake research: even if you'd destroy all their labs, technologies will still advance (unless of course they thought of that, and only continue "research" if there's a lab).
It took a lot of hacking (and months of testing) to have a real Lab.DoResearch command, and i do believe i'm (one of..) the first one(s) to use it.