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Release: symmetry :: May 25, 2007 @ 1:29pm
Ensign thirdparty
Joined: Dec 20, 2006
Posts: 279
Location: Eastern U.S.A.
Mirror, mirror, on the wall, whose levels are the fairest of them all?

http://www.imitationpickles.org/galcon/uploads/thirdparty/symmetry.zip

Here's a (slightly buggy) mod for trying out a proposed game option: symmetrical levels.  In my opinion, one-on-one's are vastly more fun when this option is available; I wish multiplayer had it.
Re: Release: symmetry :: May 29, 2007 @ 9:54pm
Ensign philhassey
Joined: Nov 30, 2006
Posts: 678
Location: Zarcon
Way cool!
Re: Release: symmetry :: May 29, 2007 @ 10:32pm
Ensign philhassey
Joined: Nov 30, 2006
Posts: 678
Location: Zarcon
Played a few games against cobra in this mod:

- should detect a "I'm about to win phase" where it just goes and takes out your last two pathetic planets instead of conqueroring more neutrals

- what is slowing it down?  if you need me to optimize some stuff on the Galcon end of things, I'd be glad to fix it.

Really nice bot.

- Phil
Re: Release: symmetry :: May 30, 2007 @ 8:35am
Ensign thirdparty
Joined: Dec 20, 2006
Posts: 279
Location: Eastern U.S.A.
Hmm ... Cobra doesn't run too slowly on my machine against my playstyle.  Here, I've uploaded a new release of "symmetry.zip" with slightly optimized bots: see if it runs any faster for you.

(I don't think there's anything you can do in Galcon to help Cobra's speed: the problem is all the loops within loops.  But if you can do something to make it easier for the player to issue commands even when the game is lagged--frequently it doesn't register my drags correctly--that would be helpful.)

Cobra is not going to have an "I'm about to win" phase.  But my next bot will.  I'm hoping to start working on it later today.
Re: Release: symmetry :: Jun 3, 2007 @ 3:49pm
Cabin Boy carn
Joined: Dec 16, 2006
Posts: 74
Location: LA
Hey Thirdparty,

With the help of some other players I wrote a galcon client implementation. Owl wrote an example bot using the client implementation.

So the next obvious step, as proposed by phil, is to write an api on top of the client implementation that functions identically to the mod api for bots. I don't really know the mod api for bots and i'm working on a lot of stuff right now, but perhaps you could help me with this? Then we could run your bots online and see how they do. I think it would also provide greater incentive for the community to make bots.

Anyway, reply to this post or join #galcon on irc.freenode.org

Thanks

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