Author Archives: Krom

Live Progress #42 – Caster and enums

Caster issues continue to occur, but also grows the list of fixed ones. When before Caster was tested 100% in a staged environment, now it is 50/50 between staged and actual game. Some of the issues are: Agent needs to … Continue reading

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Live Progress #41 – Caster report

Good news – work continues! Over the weekend I have successfully corrected the problem with two or more agents going for the same target and getting stuck, because no one had a clear priority over others. I have tried two … Continue reading

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Caster at the end of the day

  Today was one of the most productive days in a few weeks – Caster shows some good results for massive counts of agents:

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Caster sidenote

Problem with agents pushed into unwalkable areas seems to be fixed – instead of trying to keep the on walkable, wrote a “push back to walkable” function. Now to the next problem – pathfinding! P.S. Navigation calls units – agents, … Continue reading

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Caster status update

Let’s see a bit about Caster navigation state: Whats right: Unit interaction (avoiding each other, pushing out, etc) Basic pathfinding Unpassable terrain outlines generation Avoiding unwalkable outlines Fixed a few bugs in Recast code rewritten for Caster A lot of … Continue reading

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New Caster Navigation looks promising

Reimplementing the algorithm with critical thinking over every procedure seems to be working well. Agents already avoid and push each other out of the way. And the best part – I know why they do so now. A little sneak … Continue reading

Posted in How things work, Sidenotes | 1 Comment

Heads up on progress

RecastNavigation port did not work out as well as I expected. Area costs do not always work, agents get stuck, paths are sub-optimal. Now working on writing my own Caster Navigation (see the anagram 😉 ) following Recast steps with … Continue reading

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Alpha 3.02 – 3.08

Just a small fog of war update. Trying to fix the units/houses/minimap missing on a small group of players. Update: Alpha 3.07+ should be ending the fog of war issues now.

Posted in Downloads, Sidenotes | 17 Comments

Alpha 3. Wagons!

Alpha 3 is here and it has something new! There are many ideas for the Knights Province that revolve around the checkpoints (CP) on the map. Perhaps I should explain what CPs are first. CPs are points on the map … Continue reading

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Alpha 2.01 in works

List of upcoming bugfixes: Made FOW updates to game logic more frequent Range-check error when woodcutter is going to cut a tree near the maps edge Replays and savegames do not load AI would crash on attempt to train soldiers … Continue reading

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