MegaGlest Forum

Archives (read only) => Vanilla Glest => Bug report => Topic started by: mictes on 30 September 2008, 11:29:51

Title: Tech build nothing...
Post by: mictes on 30 September 2008, 11:29:51
Uhii, the board is back :)
Ok, the tech faction does build nothing except the farm. I can't find the error.
What could be a reason ? Did you saw such a thing, too ?!
Title: Re: Tech build nothing...
Post by: Omega on 4 October 2008, 03:44:45
Same thing that happened to my military tech tree. Really, I got no clue. If you find the solution, please post, because this may be VERY helpful. (try deleting appdata, and restart computer)
Title: Re: Tech build nothing...
Post by: mictes on 4 October 2008, 07:16:19
I have XP, there is no Appdata (Really don't know....^^)
So I didn't find a solution yet, but I'll have a look on the original Techtree and start again modding it.

EDITED:

@ Omega:

Quote
My workers does harvest ressources. Did you add a new ressource (which need to be harvested/mined) ? Remove it and try again - that solved this problem when I had it. But now I have a new, the worker does AI just the farm and then harvesting and mine without any end...
(actually Military-Tech thread)
Title: Re: Tech build nothing...
Post by: hailstone on 6 October 2008, 12:19:11
There is 'c:\Documents and Settings\[user]\Application Data\' but I don't think this would have anything to do with the problem.
Title: Re: Tech build nothing...
Post by: modman on 7 December 2008, 14:43:06
It has nothing to do with the problem because I used Omega's faction and it didn't work for me either.
Title: Re: Tech build nothing...
Post by: Omega on 7 December 2008, 21:05:55
Yeah, I know it's not that. IT seems that glests AI have trouble for some unknown reason...
Title: Re: Tech build nothing...
Post by: battle machine man on 7 February 2009, 16:13:04
no, oh, mabey on strike lol rly no. really a bug if its grfx card the game wouldnt work at all. :'( rly how?  ???
Title: Re: Tech build nothing...
Post by: Geek Squad 2gb on 7 February 2009, 16:53:11
Uhii, the board is back :)
Ok, the tech faction does build nothing except the farm. I can't find the error.
What could be a reason ? Did you saw such a thing, too ?!

idk..... but is there any way to be anything else but mage/tech?
Title: Re: Tech build nothing...
Post by: modman on 9 February 2009, 02:53:31
No.
I think it has to do with the faction.xml.
Title: Re: Tech build nothing...
Post by: Ishmaru on 19 February 2009, 13:54:33
No.
I think it has to do with the faction.xml.

You may be right, but I think it more has to do with the AI programing. I had a problem with that a while ago and just decided to restore all resources the way they were and build my mod around gold wood food and stone. Now i have an issue that when I delete the wood resource the AI would just build anything it can with the starting resources it has but will not harvest anything.

Maybe its because you are playing on a map that has extra resources than the mod does not have? (ex map has 3 different resources, while mod only uses 2.) Ill experiment with that later.

It would be nice to know exactly how the AI logic is set up, at least about how it builds and harvest. That would help tremendously.
Title: Re: Tech build nothing...
Post by: modman on 21 February 2009, 02:45:15
Who (GAE Team please) knows this!  I would like to know as well!!
Title: Re: Tech build nothing...
Post by: mictes on 22 February 2009, 20:31:57
I used no other ressource and tech built nothing, too.
But i can confirm Ishmarus statement.
Title: Re: Tech build nothing...
Post by: Omega on 11 March 2009, 18:36:28
Maybe its because you are playing on a map that has extra resources than the mod does not have? (ex map has 3 different resources, while mod only uses 2.) Ill experiment with that later.
This is late, but I can guarentee this is not the problem. When making the crappy ancient tech a LONG time ago, I added an extra resource to all my maps so that the mod would work. And the AI there were great, despite the extra resource. The XMLs were all custom too, just no new models in that (abet horrible) tech tree.

I also didn't use the techtree.xml for anything except the starting units, so that's not the problem.
Title: Re: Tech build nothing...
Post by: mictes on 18 March 2009, 08:34:23
Maybee it have something to do with the worker unit?
Is is somewhere in this sector.
Title: Re: Tech build nothing...
Post by: modman on 21 March 2009, 02:30:25
Nope, I've gone over that line by line...nothing special.

(Gosh, not to sound offensive, but it was the first thing I went over)

I appreciate people trying to fix this problem!
Title: Re: Tech build nothing...
Post by: softcoder on 30 March 2009, 15:56:00
Just started looking at Glest code this past week, but you should be able to debug the AI by looking at what your faction is doing through the AI engine. Edit glest.ini and add:

AiLog=99999 # I picked 99999 cause I don't know the max loglevel, the logfile will get created called aiXX.log where XX is a faction index number
AiRedir=1     # only use this if you want glest to output to console instead of a logfile

I got this info from the code below:

logLevel= Config::getInstance().getInt("AiLog");
redir= Config::getInstance().getBool("AiRedir");

string getLogFilename() const   {return "ai"+intToStr(factionIndex)+".log";}
Title: Re: Tech build nothing...
Post by: wciow on 31 March 2009, 13:24:33
Thanks Softcoder, I wondered why I couldn't get AI logging to work.  ???

I was using a bool value (1) for AiLog in the Glest.ini