Istrolid Forum
2018-3-5 Recently I encountered a bug where a weapon was placed in the building area upside down. Here is the screenshot: At first, I thought this was a simple mistake but I went in a bit further a realized that every time you simply click on any weapon in the build menu, it flips upside-down and then back upright with a short delay. I have only seen this happen with weapons. Hello peaple! I am gearshift, currently 12, and looking for some ships whitch maybe, just maybe, will mkae it into my youtube channel. Dont bother looking for it, its not up yet, i will post the link when i do. But until then, i will just be waiting here collecting desighnes. This page i will also post my most creative and amazing desighnes beacuse as we all know, we all have ships that we.
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Istrolid - browser based multiplayer, design your own units RTS.You can play the alpha in your browser here:A major way Istrolid differs from a normal RTS is that it lacks techs, bases, or construction. Units are built with resources, which are gained by territorial control, but units are spawned from your starting location and resources are gained from occupying fixed points. This makes battles focused, intense, and capable of being fought in only a few minutes each.We have all played a game where the match is a foregone conclusion before battle is even joined, due to overwhelming economic advantage or poor tech choices. Rather than interrupting the flow, pace, or balance of the combat, the contemplative, planning stage is abstracted out into ship design. Over the course of several games, you perfect a fleet of ships, slowly modifying and optimizing them and learning what different kinds of ships you need to beat various opponents. You can lose a battle by not having strong enough ship designs, or fielding ones weak against the opponent’s choices, but every time you learn something new and can tweak your ships to try and cover their weaknesses, or try out entirely new ships or compositions.
Eventually you build your own unique fleet, and slowly perfect it against other players designs or borrow and adapt their ship designs to suit your own ends.As you get more optimized designs, how you use them in combat becomes more important, and your skill and control becomes even more important. This separating of the game into two halves, one which requires careful thought and allows as much time as you need, and the other fast-paced and action-packed, allows both of these components of the game to be tightly focused and shine on their own merits.You tube links:You can play the game right now right here: while its still pretty alpha.Try the tutorials, just mess around in the editor and maybe the challenges. Maybe find a friend to play in multiplayer.Where you do you get stuck? Was it too hard or too easy?
What sticks out as most ugly? What do you think of the concept?« Last Edit: February 12, 2016, 08:31:43 AM by treeform »Logged. An AI AdventureThis week I spent a lot of time thinking about AI, which is essential for replicating the experience of a symetrical multi player game in single player. I feel it is important for the game to succeed in single player first, as a standalone experience or to get the player familiar and comfortable with the game for an eventual foray into multiplayer. It also allows me to upload a portion of my consciousness to the internet to live on forever in robotic form and win countless games for me.First thing I did to improve the AI is introduce potential damage fields. Each unit in the game produces a field around them in the form of potential damage it can do.
AI's unit create a positive field, the human player a negative one. AI units try avoid negative damage fields on the map until their own positive fields cancel it out, because this represents that they will deal less damage than the enemy if they engage them there.This is when I realized that it is important for the AI to know when a unit counters another. This is probably the most important thing for determining the success of an engagemnet. I am trying to come up with a system were each unit the player builds, the AI is aware of and builds a unit that can adequately counter it. This poses a particular challenge fo this game, because player units are built out of parts, the player can build a unit that AI never seen before and does not know what to do with. I have prototyped a system were it runs a mini simulation - a game with in a game - where the players unit is tested against the units the AI has available to them so that it can try to find the best one.
Sometimes however, none of it's ships are capable of countering that unit at the same cost. Black dahlia warborn lyrics. A truly challenging AI might need to have access to as wide an array of units as possible, maybe even every unit ever built. The other limitation of this system is that it simulates the players actions as if they play like the AI does. This leads to two scenarios, the first is that the player is not actually capable of executing as well as the AI does (which, if we program in perfect kiting and projectile dodging, the player might not actually be able to perform at that level), and the AI misses a counter that would have worked against the player. In the second more likely scenario, the AI fails to control the unit as well as the player would and the AI picks a weaker unit which it only thinks is strong against the other unit because it is, itself, too stupid to use that unit correctly.While researching this I was surprised to find that there is a huge divide between the academic AI that is submitted to a StarCraft AI competition and the actual 'AI' that ships with StarCraft and other RTS.
The 'AI' that ships with most RTS's barely deserves the name, as it is nothing more then a bunch of scripts and prerecorded actions using a finite-state machine. It is not a complex learning AI, nor is it even based on a programmatic understanding of the game mechanics, rather it simply follow a set of rules and triggers that fool the player just enough into thinking it is smart. Coming up with a scripted AI for Istrolid is made slightly more difficult again because there are no strict unit classes or roles, they emerge as a result of the players designs. While we could design in a set of parameters it applies to ships to figure out their roles, counters, and functions, the players might come up with a completely different kind of ship that serves a totally new purpose.
On the whole an AI based on scripts, triggers, and rules feels cheap, but some hard coded knowledge of how to react in the game is probably required. My solution will likely be some hybrid of several kinds of AI.A bunch of AI games were played so that was cool.« Last Edit: February 12, 2016, 08:31:12 AM by treeform »Logged. This week I tried to improve the UI. I feel like a substituted 'a bag of words' with 'mystery meat' icons. It looks visually better, but I am not sure if its an overall improvements.
Any feedback is welcome.In the editor:mockin gameIn the battle:mockin gameTried to figure different ways to represent the power bar: Idea is to have power storage amount, power generation amount, power use when moving by engines and power use by weapons when firing, all represent on a bar so that you can see this information at glance.Logged. In this play test I had added a cool new mode — where you make AI for your ships — that I want you to play with. In this mode you select rules, modify their values and order them for each ship:Its fun Adding AI rules for your ships.This is cool for 3 reasons:. Its fun.
Its fun to have AI vs AI battles. Its fun to have AI vs player battles.
Opens all kind of possibility of player assisted AI, were player does the main task but AI runs support or scouts. The procedural Galaxy Campaign needs better AIs.
And not only better AIs but also more diverse. Is there a better way then involving the community in the effort?. Boldly do some thing that has not been done before.
Some thing fresh, have not seen this in RTS before.Music:Logged. Why Fog of War is bad?Istrolid has its design origins in RTS, so we looked carefully at many of the conventions of the genre to determine whether they should be included in our game.
It was natural not to include line of sight or fog of war in early builds, but when it came time to think about adding them, we had to consider exactly what it was they would add.The primary function of fog of war is to create information warfare, so that it is possible to get an advantage over an enemy by knowing the location and composition of their army. In a game with counter mechanics knowing what the enemy is using and building the correct units to beat them is especially vital. Traditionally RTS games often require spending several minutes switching techs to access new units, so that the enemy must predict and prepare for them or be at a disadvantage. Istrolid abstracts these mechanics out into the ship design phase, requiring you to build up a fleet of flexible options capable of beating any comers over many games through trial and error. Any unit, at any place in the counter structure, can be built at any time.With the fast pace of Istrolid combat and the low downtime, the window you have to respond to a new unit can be relatively small, and each ship is a hand-crafted beast, which might take some examination to determine the best response. The worst thing that can happen in many games and especially RTS is when the decisions on which counters to pick happens entirely blind, with no information on what the opponent might do: This is blind Rock Paper Scissors, where the outcome is pre-determined before any information is gained from the enemy. This is a problem I ran into a lot when designing Zero-K, and we worked hard there to ensure that since the choice of starting lineup is blind, all starting lineups have counters to whatever can be fielded by other starting lineups.
This is a delicate balance, since any one side being too strong can lead to an auto-concede when faced with an enemy they do not have the tools to beat.In Istrolid, given the short window of time between when a new ship is built and it enters battle along with the lack of the prolonged buildup, teching and double-guessing of other games means that fog of war would really only reduce interaction between players, making the game less skill and more guesswork. The fact that you must invest in ships of a given configuration and field them with a limited cash pool offers ample opportunity for bluffing and counter play, but being able to react to your enemies decisions increases interactivity and strategic depth.LoggedPages: 1.