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Archive for the ‘WeeBOT’ Category

New sprite designs

2 tables with units and terrains design updates:

  • terrain hexfields have been redesigned to fit climate classes better when used by map generator
  • units show new transports with different amounts of cargo displayed (blue boxes)
  • mod-tags next to right border of each unit sprite

    new terrain table

    new units table

Framework development – Progress

Some video examples of Bladum’s framework features that are currently being developed;

example of map editing, placement of terrain fields, units, ownership etc.:
- import from png file in mod graphics folder (terrains only)
- map generator module
- both editor and gameplay mechanics are working together on same screen -> for better custom effects

example of movement range display and enemy unit spotting in dynamically calculated fog of war:

example of dynamical transport system and handling of cargo
- multiply graphics per transport unit based on current unit cargo usage

Downloads updated

All our downloads have been polished (bugfixes, map updates,  files purged, new info file in each MOD folder).  The links on the right now open first a specification overview for every MOD including the downloadlink.

original Weewar specs
WinterMOD specs
KajahMOD specs
CasaMOD specs
WaterMOD specs

Random map generator

Basics of map generator:

There are major issues regarding map generator. All maps are made by 3 level of Perlin noise:

  • height
  • humidity
  • temperature

There are also effects of:

  • evaporation (temperature on humidity)
  • erosion (humidity on height)
  • Coriolis effect for wind (height on humidity)

Here are some example maps, any feedback is welcome. Basically all parameters can be changed if needed, currently I test range for each one. Hope until the end of week it will be finished.

I would like to know Your feedback about it (answer in brackets).

  1. Minimum and maximum size of generated maps (number) -> major impact on game length and units speed
  2. Generator as a option of map editor (yes / no)
  3. Generator as a standalone application (yes / no)
  4. Generator as a option in new game (yes / no)
  5. Customize editor option like curves for height / humidity / temperature levels on planets in XML files (yes / no)
  6. Customize flat terrains requirement for humidity / temperature in XML file as a 2D matrix (yes / no)

Some more things that I can implement, but it depends how complex this generator must be:

  1. Standard earth like maps or any custom maps, with wide range of parameters (standard / custom)
  2. Predefined pack of settings for special custom maps like ice-age, barren world or water-world   (yes / no)
  3. Number of settings to control map final result (many small detailed / few major)
  4. Additional general function to process map like flat world or don-ought world (yes / no)
  5. Plants natural evolution like grow of the forest or move of the deserts (yes / no)
  6. Special random events like floods, forest fires, mountain chains or volcanoes (yes / no)

Those things could be run a an option from editor, I will do proper function in my lib for future usage. Remember that map generator is working on 3 sets of 2D layers and final output is exported at the end. So adding a “fire forest” is done not on WeeBot map but on map generator pre-map.

Flat terrain requirements:

Fallowing 2D matrix define flat terrain requirement based on local humidity and temperature. This can be change to get rid of middle terrains like plains or tundra if needed.

This issue MUST be heavy tested, because it has huge impact on map quality.

Additional terrains:

Second issue to discuss are things which are not normal in natural environment:

  1. Bases, shipyards and airports (do we need ?)
  2. Roads, bridges and rivers (do we need ?)
  3. Other non-standard, human made type of terrain like concrete or walls (do we need ?)

Do we really need those things and why not ? :) I think this can be done by making proper places for colonization (height, humidity and temperature) and then add some in more random places. Roads could be used to connect those good colonization places using A* algorithm. Bridges can be used to connect random land tiles, if only there is single water tile between them.

Map generator and fog of war:

Random map could be great if used with full fog of war. This need to implement two layer fog of war in WeeBot. First layer is to cover terrain (unexplored) and second is to cover units (explored but not visible). Need discussion how can this feature can be connected with random map generator.

Fallowing 2D matrix define flat terrain requirement based on local humidity and temperature. This can be change to get rid of middle terrains like plains or tundra if needed.

WeeBOT day of play

Hi folks,

it seems that currently Weebot is more about modding and editing than playing, so I had the idea to announce a certain time to host a single game by internet. Remember, we don’t want to compete with Weewar.com so there will be only single games provided every now and then. To start it off slow I will be hosting a simple game in one of the finished MODs and the participants will choose what MOD and map will be played. For a later day of play we can have a poll, but for the first time we can do the deciding by mail or comments to this post. It would be cool, if people who actually want to play in this coming up game event could make a comment here and tell us their:

  1. WeeWar Name
    (sorry if someone is completely new. He/She definitely should play a bunch of weewar matches first to learn what this is all about. Explaining to a newbie during that game itself would take too much time)
  2. Time Zone
    (we need to find a common time we could play together where everyone could do at least some turns, the game can be saved and continued sometime later, though. there is this nice browser applet that we could use to enter the player’s time zones and find a time window that is good for all)
  3. contact
    (real time messenger contact like skype would be helpful, or weewar nickname for opening a simultaneous chat there, in worst case just an email address should work too. The host needs to tell you how to configure the clientconfig.xml and serverconfig.xml or send these 2 files already setup over to you in order to connect the clients to the server.)

Also planning to record the game by the WeeBot HQ app and display the video here with the results :)

edit (4/25/2010 player time zones added):
Australia (East): Kajah
USA (East): Norami
Austria: Yourtime, Casaubon
Poland: Bladum
feel free to join the list! :)

edit (4/28/2010 map suggestion added):
we could play this 5 player map where the 6th purple player could be played by the AI

WeeBot v1.2.0.0 Released!

Get it now from the Downloads section on the right!
New in WeeBot v1.2.0.0:

  • Added WeeBot Headquarters application with the ability to record and create videos of all your games (see http://weebot.net/?cat=19)
  • Added RealTime play option to the WeeBot server
  • Added live updates in the HumanBot UI
  • Turn indicator added to the HumanBot UI to indicate the current player’s turn
  • Added the ability to show the mod logo in the HumanBot UI
  • Added a configuration file for the HumanBot (located at Bots\HumanBots.xml)
  • Added transparency as an option for drawing all images (units, terrain, health, selectors)
  • Replaced internal code that draws the selector hexs (red selection hexes, attack targets etc) with selection images so they can be customized.
  • Added the ability to use a terrain/image size other than 32×34 pixels

WeeBot Headquarters

Included in WeeBot v1.2 is the new WeeBot Headquarters application that has the following features:
  1. Minimizes to the System Tray to stay out of your way. Of course it will notify you if it’s your turn to do something in Weewar.
  2. Launch a specific Weewar game from WeeBot HQ so you can play your turn.
  3. Automatically records all your games!! Weebot HQ automatically polls the server periodically and renders the game as a jpg. Leave the app running continually to capture all player’s turns!
  4. View the recordered jpg frames to see who’s been moving what etc.
  5. Launch the current game inside the WeeBot Framework and play test your entire turn completely offline!! You can play test your opponent’s turns too, or set your opponents to be bots and play out the rest of your Weewar game against bots, all offline and within the WeeBot Framework!
  6. Create an AVI video from the game’s captured frames! See this example game recording on http://www.youtube.com:


Screenshots:

The main WeeBot HQ window showing all your active games

Explanation of functionality

Configurable Properties

FAQ

Q: Is WeeBOT free?

Yes!

Q: In what browser can I play WeeBOT?

None. WeeBOT runs in the Microsoft.NET Framework.

Q: Do I have the newest version of WeeBOT?

The latest version of WeeBOT is v1.2.0.0. Check the Help –> About menu on the server or client application to determine your WeeBOT version.

Q: Who are you guys?

Kajah:

I’m a software developer from Australia who likes writing and thinking up cool stuff! :) I started playing Weewar mostly because my friends were playing it and they started inviting me to games. I then found out about the Weewar API, and that you could write bots for it and so started dreaming up how I could write an awesome bot (as most devs would!) After months of lengthy discussions with other dev friends I started writing Weebot in May 2009. The idea of “just write a bot” went out the window and an entire framework was born for running bots and modifying and playing games offline. At this point it seemed like a logical idea to team up with Casaubon who had already created the most comprehensive website of requested Weewar mods, as most of these could be implemented within the framework and actually played!! This turned out to be WeeBOT 1.1.0.0. Now I’m writing up more cool applications and modifications for WeeBOT. Will it ever end…..

Norami:

I’m just a low-profile UNIX Systems Administrator from the states. I found WeeWar through boredom one night, and fell in love instantly! I’m still a bit of a weak player, but I suspect that will improve over time. Any way, I was making suggestions one day for new units in the forums when both Kajah and Casaubon put these crazy ideas into my head of making my own mod! To make a long story short, we started conversing through e-mail, and the WaterMOD was born! Enjoy.

Casaubon:

I’ve been a big fan of turn based strategy games for a while, and began to play WeeWar in February 2008. I have always been waiting for new additions to the game, and have posted ideas for new features I’ve seen in other turn based strategy games. I also made a lot of maps. I mostly tried to make maps as realistic as possible with geographically or historically correct settings. I was often faced by the limitations of the given units and terrains. During the many months of playing WeeWar, I learned that new game content additions seldom happened. The cruiser I had suggested even made it to the test server in 2009, but was never implemented into game play. I started to get slightly bored with it. The business reasons for keeping it simple to attract new players is understandable, but there is another group of players who need some attention. Thus, I started to craft my amateur fan site with new ideas to accentuate the importance of new features to keep long time players in the community. I was surprised to be contacted two times by programmers who wanted to make, or already were making, their kind of independent version. I wasn’t convinced about the first project, but when Kajah contacted me I was happy to join forces. It’s been great to be able to realize some of the collected ideas :) And yes I’m Austrian so please excuse the mistakes I may make in English.

Yourtime:

Hi, I’m 21 years old and a student at the Technical University of Vienna. My focuses are in Software & Information Engineering. I live in Vienna like Casaubon. I forgot how I found WeeWar, but I have loved it since, and I’m proud to be a dev member of WeeBot and help make it something great for weewar :) I love playing, programming stuff and trying to give my best in coding applications. Sometimes I’m a bit too much of a perfectionist. Currently, I’m working on an alternative MapEditor for WeeWar/WeeBot and on the SpaceMod. I’m trying to make it innovative and give the player another feeling of playing it

Bladum:

Hello, I am a polish software analyst and designer, mainly in .NET C# for business layer.  I am big fan  of strategy games for more then 15 years. My part in team would be all kinds of additional tools, which can help to develop and process game mechanics for future usage with mods.  I always wanted to have my own small development family so thats why I am here :)

Q: Is WeeBOT associated with WeeWar in any way?

WeeBOT is an independent development project, and is not associated with WeeWar in any way. It is, however, a framework for developing bots that can play on WeeWar, and for testing out possible modifications to the game, without modifying the main game server.

Q: Does WeeBOT use WeeWar servers?

WeeBOT has its own server that can host one game at a time; enough to test out bots or test modifications to the game or maps. The WeeBOT server, bots and the HumanBot client (essentially allowing a human to play through the bot interface) can run on a standalone server with no connection to WeeWar.com or even the internet.

The WeeBot server does provide the ability to select a map (via a map id) from the live WeeWar.com server, download the map locally, and use it to host a game. In this respect, the WeeBOT server requires the use of the WeeWar servers.

WeeBOT clients (normal bots developed for the WeeBOT framework, or the HumanBot) can be set to play on the live WeeWar server by modifying the appropriate settings on the client.

Q: Where do the different ideas and graphics originate from?

The biggest part is property of WeeWar.com. We used their in game graphics and rules for WeeBOT, not in the intention to steal them, but to experiment with them. We neither want to harm WeeWar economically, nor compete with this independent software development studio. We consider the options WeeBOT offers as an addition for people who like WeeWar and would like to play some of their WeeWar games with friends in a different rule setting. Please consider supporting WeeWar.com with your subscription if you like the game or any of its mods. The second biggest part of the graphics used were made by Casaubon and presented on a fan site, where ideas and graphical contributions of some active members of the WeeWar community have been collected for presentation. These contributions (for example Madmike’s) are the third part of graphics, that the mods are made of. If you are interested in what particular source any idea or graphic is coming from, check out the mentioned fan site, the source should be quoted or linked there.

Q: I just downloaded WeeBOT, what do I do next?

Have a quick game to learn what this is all about. You can start WeeBOT in the normal WeeWar setting and add an AI opponent. Just do the following:

  1. Make sure you have installed .NET 3.5 (or newer) on your Windows PC, this is a prerequisite.
  2. Open WeeBotServer.exe from the download’s main directory and choose “Create Game” from the top menu where it says “File”.
  3. A “Create Game” window pops up. Next to “Game type” is a drop down menu. Weewar should be preset.
  4. Select a map from the maps directory where it says “Load a local map…” Hit the “Load Map” button.
  5. Enter at least 2 player names. 2 is minimum and they need to be different from each other (like a or b for example). Teams are optional. Hit create game.
  6. Your own WeeBOT server is running now on your machine.
  7. To display the game screen itself open the WeebotClient.exe from the Weebot main directory and add the same player name for the first player as before. Leave it set as “Human”. The user interface of the screen should be shown after you click ok.
  8. Do your moves, then finish your turn. Afterward, go back to the WeeBOT client log window and add another player. Same name for the second player as you entered it in the server setup before.
  9. Change the setting “Human” to “KajahBot”.
  10. Another grey game screen pops up. It is the Bot’s playing screen and in order to start the bot playing just hit the green play symbol on top of the screen. The bot should perform it’s moves now and end it’s turn.
  11. After that you can go on with your turns in your own screen.

A tutorial with screenshots for setting up your weebot will be available in our “how to” section shortly.

Q: How do I make a map for WeeBOT?

Maps are stored as XML files in weebot/gamemods/*modnamehere*/maps and can be edited with any common text editor. The terrain, unit and ownership is specified in tags with certain coordinates, and all of that can be changed easily. You can either write such an XML file from scratch, but it is much more convenient to use the original WeeWar map editor, publish the map online and download it afterward with WeeBOT. A small sized map like Aruba already has about 50 lines of simple XML code, so it is also helpful to start a game on your previously published map in WeeWar and use the mouse hover display of coordinates while you search for the spots you want to edit in your XML file. This method saves you much time, since there is no map editor in WeeBOT. A detailed map editing tutorial will be available in our “how to” section shortly.

Q: How do I load a different MOD in WeeBOT?

1. In the development kit download the MODs are not included but  the weewar ruleset only. So you need first to download the MOD you want to play and unzip it in your weebot/gamemods directory afterwards.

2. In the WeeBOT root directory there are 2 files you need to alter for loading a different MOD. Again you can use any common text editor to change the ServerConfiguration.xml and ClientConfiguration.xml file. In both of those files search for the the block starting with:

<property
key=”Game Configuration:Active Game Mod”
description=”The current active game mod. Changing this property will require a restart of the application”
type=”System.String, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089″
value=”Weewar” />

Change the value from Weewar or any other currently active setting to the one you want to be loaded on game start. The value has to be same as the directory name, so for example if you want to play KajahMod change the values in both files to value=”KajahMod”. A tutorial with screen shots for setting up your WeeBOT will be available in our “how to” section shortly.

Q: How do I choose an original WeeWar map for WeeBOT?

When you start your WeeBOT via the file WeeBotServer.exe, which is located in your download’s main directory, a screen opens showing a log of different files that have been loaded. In this screen you need to select File -> Create game from the top menu. In section 1 of the just opened “create game” screen you can choose a mod-setting from a drop down menu. In section 2 you choose the map. To load a local map, select “Load a local map” and click one from the maps folder of the chosen mod. If you want to play a different map you have seen on WeeWar.com you need to enter it’s map ID number, and WeeBOT will download it from WeeWar right away. Do not enter the whole URL like ‘http://weewar.com/map/47461′ but just the number (47461 in this example). Then hit “Load map”. In section 3 you need to enter at least 2 unique player names, then hit “create game”. To see/play it open the WeebotClient.exe afterwards and add players. A tutorial with screenshots for setting up your WeeBOT will be available in our “how to” section shortly.

Q: How do I change the values for a unit (or terrain)?

All you need to do is to change the xml files in the gamemod/*modname*/specification/units or terrains directory. The particular values are commented within the XML files, and the files are pretty much self-explanatory.

Q: How do I add a new unit (or terrain) to a Mod?

First decide what mod you want to implement it in, then place graphics for the new unit in the particular mods presentation/units directory. You will need 6 color versions of it for all players. Mind the color prefixes of the existing units (e.g. blue_trooper) and name yours in the same manner within this folder. It’s suggested to use graphics in the same color scheme like the other units to make the actual owner of your new unit recognizable in the game. The next thing you need to do is to give your new unit a unit id and link it with the graphics you just put into the presentation folder. Open imagemap.xml in the Presentation directory and add your new unit to the list of units there, giving it a unique name and unit id number. Go to Units folder (inside Specification parent folder) and copy any of the unit XMLs there. Rename the file the same way you named your unit in the imagemap.xml. Edit this file, change the specification values to something cool and do not forget to change the id number and name in the header part within the file to the exact same as in the imagemap.xml. Open a terrain XML file in specification/terrain and edit any terrain that should be able to build this unit, adding it to the buildable units tag list there. The last step is to add your unit with the correct name to the unit group list in Specification.xml file so it will be loaded if WeeBOT is started with the particular mod. Add the unit to a map or create a WeeBOT game with a terrain that could build the unit to test it. Adding new terrain is done the same way. A tutorial with screen shots will be available in the “how-to” section shortly.

Q: Can I participate in the WeeBOT project?

Yes. In a few ways,

  • Creating a new mod, or contributing to an existing mod is the easiest and probably the most common way to contribute to WeeBOT.
  • Creating bots using the existing WeeBOT framework
  • Contact Kajah if you would like to participate in developing the WeeBOT libraries.
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