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Lord God Jinnai
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St. Louis
Sep 1999 time: 23:18
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Ok, i like the tree idea (exept leave it in 1 window, just expand it), but have a few ideas to enhance them.
1. The 1st level should be the only one the player has to set. Everything else should be possible for the AI to handle by the following:
1a. Have a button to highlight to say autocalulate. This means that you say 70% on infrastructure, i don't care what.
1b. On following levels, there should be another button to 'lock' the item in, preventing you or the AI from changing it while its locked. So say you want of that 70% for infrastruture, you want 10% (no more, no less) to go to roads, you then push that and lock it in place. The other 90% can be moved around and balanced however then and subsequent turns by the AI and yourself
2. The sliders should always for each level all equal 100%, so lowering 1 thing should raise others.
3. It would be nice to also see a chart of previous spending and previous and predicted future growth eventually.
4. Just though of this, again eventually it would be a good idea to have buttons on the top for people who really don't want to do any micromanagment at all to click things like Wartime Driven Managment, Research Driven Managment, Trade Driven Managment, Exploration Driven Managment, Industrial Driven Managment (industrial as in the more general use, not the more contempary version for factories and whatnot), Maratine Driven Managment, Colonial Driven Managment, Balanced Managment, etc.
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LFS
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quote: Ok, i like the tree idea (exept leave it in 1 window, just expand it), but have a few ideas to enhance them. |
I tried a tree, It was my first attempt. Believe me you don't want it as a tree. there is to much on one line that opening it out results in a mess.
quote: 1. The 1st level should be the only one the player has to set. Everything else should be possible for the AI to handle |
Thats the idea - though we need some AI fo that.
quote: On following levels, there should be another button to 'lock' the item in, preventing you or the AI from changing it while its locked |
That is the idea, I just havn't put it in yet.
quote: 2. The sliders should always for each level all equal 100%, so lowering 1 thing should raise others. |
yup, already in - it just doesn't demo well on a static image
quote: It would be nice to also see a chart of previous spending and previous and predicted future growth eventually. |
quote: Just though of this, again eventually it would be a good idea to have buttons on the top for people who really don't want to do any micromanagment at all to click things like Wartime Driven Managment, Research Driven Managment, Trade Driven Managment, Exploration Driven Managment, Industrial Driven Managment (industrial as in the more general use, not the more contempary version for factories and whatnot), Maratine Driven Managment, Colonial Driven Managment, Balanced Managment, etc. |
Thats a good idea. multiple preset settings for the minister AI
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Richard Bruns
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NC, USA
Nov 1999 time: 06:18
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quote: Originally posted by Mark_Everson
Richard, that's what the econ info screen is for! ("Econ Stats" button on the orders window) You can see the production level to gauge productivity or the growth rate to gauge effects of spending. |
The problem is that I have no easy way of knowing how much of that production is due to infrastructure improvement, how much is due to technology improvement, and how much is simply due to having a lot of population in a square.
quote: Production per unit labor maybe? |
That would be nice.
quote: There isn't any site number improvement so far, but we will eventually need it. |
So why is it that the squares in delenda have so many more farm sites than the squares in Jerico? I can´t find anything in the terrain or scenario xml files that would cause this.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:18
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As stated elsewhere, there are problems with obsolescence of units. Most of it is a UI problem:
I corrected one miscalculation which didn't account for the number of men in the formula, which can explain some of the problems seen with obsolescence. The bug remains, however.
I do not understand how the UI works. When playing Carthago scenario, every turn, the UnitArchetype isBuildable method seems to be called (through Buildable.buildSquare) on every unit being built. Additionnally, it is called sometimes when the econ windows is opened. It might also be called by the performTests() econ method in the case of Phalanx, though I am not sure. - btw I'd like the performTests() method to be called only if a seed is fed to the game. I wonder if it cause some slowdowns. -
I observed the following:
The first time I open the econ window, it seems that calls are made, but I am not sure on what they are made. Some calls are made only once, some several times (apparently those orders being built are called many times). When opening an econ window for me (Romans), I'd get lots of calls for Phalanx and Elephant (what the Carthaginians are building). I wonder why. I didn't see any call to the things I was building. If I set for example Bowmen to a value, I'd see one call to Bowmen.isBuildable. If I set Legion to something, however, nothing is called, probably because Legion was already set to a non null value.
Calls to isBuildable should be made before showing the econ panel every time, but that is not currently the case. I don't know how that code works, whether the current code can be fixed easily, but the next UI should manage it correctly (by checking every time the window is opened or refreshed if kept open for more than one turn).
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:18
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quote: Originally posted by LDiCesare
I do not understand how the UI works. When playing Carthago scenario, every turn, the UnitArchetype isBuildable method seems to be called (through Buildable.buildSquare) on every unit being built. Additionnally, it is called sometimes when the econ windows is opened. It might also be called by the performTests() econ method in the case of Phalanx, though I am not sure. - btw I'd like the performTests() method to be called only if a seed is fed to the game. I wonder if it cause some slowdowns. - [QUOTE]
Hi Laurent:
isBuildable is called whenever an order exists and is either attempting to be executed or test-executed to figure out the cost of an order. That is why the econ GUI initiates calls to isBuildable. It is probably also called from performTests when the exectution of orders is tested. We can discuss when performTests should and shouldn't be run. Why do you want to connect it with the seed switch?
[QUOTE]I observed the following:
The first time I open the econ window, it seems that calls are made, but I am not sure on what they are made. Some calls are made only once, some several times (apparently those orders being built are called many times). |
I don't know why this happens. Can you send me the code that exposes all the calls, and I'll try and figure out what is going on.
quote: When opening an econ window for me (Romans), I'd get lots of calls for Phalanx and Elephant (what the Carthaginians are building). I wonder why. I didn't see any call to the things I was building. If I set for example Bowmen to a value, I'd see one call to Bowmen.isBuildable. If I set Legion to something, however, nothing is called, probably because Legion was already set to a non null value. |
No idea on this one.
quote: Calls to isBuildable should be made before showing the econ panel every time, but that is not currently the case. I don't know how that code works, whether the current code can be fixed easily, but the next UI should manage it correctly (by checking every time the window is opened or refreshed if kept open for more than one turn). |
If everything on the tech end tests out, I'll look into the econ side and see if I can find the bug.
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ogj20
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I'm not sure why you say that a treeview would look horrible, I'd think it would look quite nice and provide the functionality we need, I don't see why it should look vastly worse than the mock up attahced (only a straight graphics cut and past job, so I'm not aware of any kind of coding considerations here...)
(There should also be a scroll bar on this screen, for when the list is expanded)
I think there should be an overall spending category, where you can decide how much of your tax income to spend (this slider should be able to go over 100% to allow you to (try to) overspend if you have money in the treasury.
I think there should be an option to let the AI handly distribution of funds within each category, so each expandable node will need a checkbox to turn on the AI, it should still be expandable to see what the AI is up to though...
Of course some categories (i.e. military) will require both a percentage allocation scroll bar and a total production target. I agree that it would be good to be able to set a desired force composition and let the economy build up to that, at the rate set, with the priorities you set, to do this I suggest the target be set in terms of total numbers, and the existing numbers be shown.
Others (roads, walls) will require a method of aiming either to spend x% or build them in x turns. I'd also suggest these be split into a build new category, and a maintain existing category, since this should be easier to work.
Others will require a ROI setting, though I think this should probably be described as "Turns to pay off", since this is easier for non-economists to grasp (or at least it's how I interpret it when deciding what level to set). These are the hardest, since they will affect the total amount spent in a way that is fairly unpredictable. I suggest that the economy turn processing needs to be set up to spend money in priority order, then if there is any left over (i.e. some investments weren't worthwhile) to go back and spend the leftover money in the proportions chosen within the investment category, then if it finds it runs out of worthwhile investments, to go back and try and spend the money on all the other categories in the chosen proportions.
Actually you could have a toggleable setting which decides whether to send left over money to the treasury or tries to spend it, this could either be by category or global.
Attachment: test.bmp
This has been downloaded 10 time(s).
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ogj20
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p.s. how do you include images that show in the message, rather than as an attachment
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:18
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quote: Can you send me the code that exposes all the calls, and I'll try and figure out what is going on. | Just put a trace in UnitClass.isBuildable method.
About the sliders: I suggest they should be a bit smaller than what we saw in the screenshots, and the figure boxes if we use a tree should be aligned to the right of the window. Otherwise, it looks good (certainly better than what we have).
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Richard Bruns
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NC, USA
Nov 1999 time: 06:18
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I think that I prefer the popups to the treeview, but I don´t feel strongly about it either way.
Right now it seems that a unit can only be made obsolete by another unit, and can only have one unit that makes it obsolete. I would like this to be more flexible in the future, for example by giving the possibilty of an event to make a unit obsolete even though there is no replacement. Is there anything in the code that requires this current inflexible structure?
In addition to unit obsolescence, I would like to see, fairly soon, the possibilty of Activities becoming invisible, as described in the tech thread. This should be slightly easier to handle, since everything invested there is spent every turn. The order would simply vanish from the screen, with no other changes.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:18
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Everything Richard asks for is feasible, so I'll try to get it done. Right now, you can only have one unit making another unit obsolete, so it needs code change, but it is not much work to allow several units and events.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:18
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Sounds good, thanks.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:18
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Obsolescense still does not work properly. While it does seem to function properly for foot units, it does not work for either Chariots or for any of the siege weapons, which should all make the previous weapon obsolete. To see this, download 7-6-1 and play Delenda as the Romans. They can build Chariots, which should be made obsolete by Chargers but are not, and they can also build all three kinds of siege weapons.
This is not the only case of foot units being treated differently than other kinds. While technology can improve the Movement and Mobility of foot units, I still get an error when trying to do this with any other category of unit. Somehow the category of unit is having a big effect on the code, where it should not.
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LFS
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I've dropped the size of the scroll bars.
I'll look at redoing the tree format.
I could do with an EconOrder or EconOrderInfo having a method to return an associated Icon to use on the row instead of the text (have the text as a tool tip) - that means icons ( artist anyone )
I havn't worked out a way of building up a tree of orders (by which I mean what top level categories we have and which categories are children of others) as I'm struggling to see where in the existing code there is any sort of relationship indicated I'm tending towards an XML file which holds a tree of ordernames - but this means an extra area to maintain as orders are added/deleted in the game.
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:18
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quote: Originally posted by Richard Bruns
Obsolescense still does not work properly. While it does seem to function properly for foot units, it does not work for either Chariots or for any of the siege weapons, which should all make the previous weapon obsolete. To see this, download 7-6-1 and play Delenda as the Romans. They can build Chariots, which should be made obsolete by Chargers but are not, and they can also build all three kinds of siege weapons.
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Hi Richard, I'd seen the Chariot problem when I finished my code mods, and had meant to mention it in the readme for the testbed. Laurent said in an email that if the combate effectiveness vs cost of a unit was still nearly as high as the new one, and old-style unit would not be marked obsolete. You can try increasing the power of each of the siege weapons radically as tech improves, and see if that doesn't fix the problem. Horde was another one where in my version it should not have been there, but was still avialable.
I also have never seen a Trireme order, and would like to get that one squared away.
quote: Lee said: I havn't worked out a way of building up a tree of orders (by which I mean what top level categories we have and which categories are children of others) as I'm struggling to see where in the existing code there is any sort of relationship indicated I'm tending towards an XML file which holds a tree of ordernames - but this means an extra area to maintain as orders are added/deleted in the game. |
Hi Lee, good to see you back in the Clash sphere . What is wrong with the classes in GovtEconOrdersInfo?
FE there is a Military category with current sub-classes of supplies, army, and navy units. I think I already wrote you about these, but you may have forgotten, or disliked them for some reason. . .
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Richard Bruns
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NC, USA
Nov 1999 time: 06:18
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quote: Originally posted by Mark_Everson
Laurent said in an email that if the combate effectiveness vs cost of a unit was still nearly as high as the new one, and old-style unit would not be marked obsolete. You can try increasing the power of each of the siege weapons radically as tech improves, and see if that doesn't fix the problem. |
Newer versions of siege weapons already have 1.5 times the power at no aditional cost. It is extra power for free, so the old ones should clearly be obsolete.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:18
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The only things checked for comparing units are attack and distance strength, not brieching power. That can explain siege weapons. I'll have to investigate, anyway.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:18
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Could you just make a unit obsolete if the scenario designer says it is obsolete, and get rid of the code that overrides the xml file?
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:18
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quote: Could you just make a unit obsolete if the scenario designer says it is obsolete, and get rid of the code that overrides the xml file? |
No for 2 reasons.
One is if a unit is not seen as obsolete in the code it is because it is more efficient than what it makes obsolete, so the player should still be able to build it. An example would be early musketeers that are no better than crossbowmen when they become available, but become better afterwards as tech makes progress. Now if there are bugs in the evaluation of power, then I need to correct that.
The second reason is that a unit should not be obsolete unless something better is available. The way it is currently alows you to make sure that the unit is indeed better than its replacement when it kicks in.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:18
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I can do it but I want both: I want a unit to be able to be produced while its replacement is here too: Musketeers/crossbowmen. The current problem is mostly due to econ not showing obsolete units properly IMO. I would have to add a tag like:
<obsolete>
<name>Legion</name>
<force/>
</obsolete>
So we'd have both options available.
Another point: I am adding an isHidden() method in ActivityData class, so the econ should be able to ask an Activity whether it wants to be shown in the econ UI or not.
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LFS
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quote: What is wrong with the classes in GovtEconOrdersInfo? |
I missed your change - I'll try and get going with that.
e-mail from mark.
quote: Hi Lee, I finally had my code changes in a state where I thought I could add yours without inviting catastrophe. I checked out your new gui, and it looks pretty cool! For some reason the locked and unlocked images didn't make it, but otherwise it was quite serviceable. Seeing this I am almost certain the tree can be made to work well with your concept. But of course its a lot of hard work to get from here to there.
I think you could spice it up quickly by throwing in the appropriate military unit images, and possibly the economic special commodity ones also. Though if you think that'd be time consuming it could wait quite a while. And having it update when a turn is cranked would be good to see also. One other thing I noticed is that orders seem to be normed to 100%. That doesn't always work, FE you can spend a lot more than 100% if you have a big treasury you are willing to draw down and have orders like tech spending that only need services from the economy. (Since services = money in the Clash economy). We may need to discuss in detail what the right way to handle it is. For now it would be simplest not to normalize to 100% for this and some other reasons I don't want to go into now because I'm tired. Good Stuff!
Looking forward to the next steps. :-) Soon we'll be able to bury that old piece of you-know-what gui I cobbled together a long time ago...
I am done with much of the econ xml stuff. I will do a class to handle order category entry, and their placement in the gui, (and also precedence for spending if orders are more than 100%) fairly soon. Let me know if the lack of that starts to hold you up. Cya, |
quote: For some reason the locked and unlocked images didn't make it |
Doh. I still had the image locations hard coded. fixed - I'll mail it out later.
quote: and it looks pretty cool |
glad you like it, I'm not so sure I do now (I hate designing guis, don't mind coding them - just hate designing them)
quote: Seeing this I am almost certain the tree can be made to work well with your concept. |
As I said a while back I had a tree originally - it's not hard to code it.
quote: spice it up quickly by throwing in the appropriate military unit images |
Thats what I would like to do, It really needs some method on the econOrder or OrderInfo class to return the Image or ImageName. That way all lines in the Gui would get an image if one was provided.
quote: One other thing I noticed is that orders seem to be normed to 100% |
I think that was the original discussion on the forum, but I can unnormalise it if you so desire.
The highest things on my list are the tree structure and the images.I'll should get a few hours later today to do some stuff (if I can see through my conjunctivitus).
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