Renée

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This sounds good, but what would be animated?

> So this means that the only way to fully grasp everything that was recorded would require simulating the entire game? yeah.

Hmm… Resignation times are determined by reading Resign actions from the recorded game body, but it looks like that game doesn't contain a Resign action. (Perhaps AoE saves the game...

Good idea! I think this would need 3 things: - Adding constants for the fish unit IDs in [src/ResourcePacks/AgeOfEmpires/Unit.php](https://github.com/goto-bus-stop/recanalyst/blob/master/src/ResourcePacks/AgeOfEmpires/Unit.php) - Adding the fish unit IDs to the `isGaiaUnit` check in...

Great, thanks! Feel free to comment here or join the [Gitter](https://gitter.im/goto-bus-stop/recanalyst) if you have questions

I think move commands do have the player ID. Maybe a drush could be detected by checking if militia are built at all, and then if a player sends 3...

The build action doesn't contain the ID of the building object unfortunately, only of its type.

The engine runs the entire game and assigns IDs at runtime. the engine is deterministic enough were the IDs will always be the same when playing the game back. But...

> If the Object IDs are incremented predictably then isn't it possible to simulate that and figure out which building belongs to which player? The IDs are shared between buildings...

Also the order of IDs would be hard to predict with units being queued, and eg. another building being started before all of the units were created.