I thought the project was dying.
little movement on the forum and I don't know about github.
Good to know thank you.
I don't want this game to go the same way by other favorite oldie Call to power 2.
Search found 59 matches
- 23 Sep 2013, 09:33
- Forum: Development
- Topic: Implementing incentives for programing challenges.
- Replies: 7
- Views: 4309
- 22 Sep 2013, 18:25
- Forum: Development
- Topic: Implementing incentives for programing challenges.
- Replies: 7
- Views: 4309
Re: Implementing incentives for programing challenges.
I see what you mean.
I thought this sounded good, but I understand it might do more harm than good.
But is the project moving at all?
There has not been a new version for a long time.
I thought this sounded good, but I understand it might do more harm than good.
But is the project moving at all?
There has not been a new version for a long time.
- 22 Sep 2013, 06:34
- Forum: Development
- Topic: Implementing incentives for programing challenges.
- Replies: 7
- Views: 4309
Re: Implementing incentives for programing challenges.
We have 14 months of hosting on hand.
I think that's somewhat of an overkill.
"red tape" as in difficulty setting it up?
Im not sure, never done this, dont know until you try, OR?
I think that's somewhat of an overkill.
"red tape" as in difficulty setting it up?
Im not sure, never done this, dont know until you try, OR?
- 21 Sep 2013, 11:51
- Forum: Development
- Topic: Implementing incentives for programing challenges.
- Replies: 7
- Views: 4309
Implementing incentives for programing challenges.
Has there been any talk of using the WZ fund to put up a incentives program for challenges that take a long time or are to hard for the community programmers to handle.
example
https://www.riscosopen.org/content/documents/bounties
example
https://www.riscosopen.org/content/documents/bounties
- 07 Sep 2013, 13:07
- Forum: Development
- Topic: Automatic git snapshot builds
- Replies: 16
- Views: 48582
Re: Automatic git snapshot builds
Do the nightly builds make any logs or something?
- 19 Jan 2013, 06:17
- Forum: Addon discussions
- Topic: [3.1+] NullBot: an adaptive skirmish AI
- Replies: 851
- Views: 442861
Re: [3.1+] NullBot: an adaptive skirmish AI
Please: Sorry to say that we all do NOT understand everything you are doing/performing.
noobs are a pain
noobs are a pain
- 18 Jan 2013, 22:58
- Forum: Addon discussions
- Topic: [3.1+] NullBot: an adaptive skirmish AI
- Replies: 851
- Views: 442861
Re: [3.1+] NullBot: an adaptive skirmish AI
no, not using the Contingency mod
- 18 Jan 2013, 20:32
- Forum: Addon discussions
- Topic: [3.1+] NullBot: an adaptive skirmish AI
- Replies: 851
- Views: 442861
Re: [3.1+] NullBot: an adaptive skirmish AI
We tried to play with alpha2 (3.1 RC3), it was much easier than the original NullBot. The alpha2 version did not seem to update its units or static defenses. Its initial attacks wore ok, but then it became very easy. Its base building was small and pitiful in a high oil map. Hope you keep up the goo...
- 12 Jan 2013, 21:20
- Forum: Addon discussions
- Topic: [3.1+] NullBot: an adaptive skirmish AI
- Replies: 851
- Views: 442861
Re: [3.1+] NullBot: an adaptive skirmish AI
Exciting stuff you guys.
Good to see you have able help NoQ
Good to see you have able help NoQ
- 25 Nov 2012, 20:40
- Forum: Addon discussions
- Topic: [3.1+] NullBot: an adaptive skirmish AI
- Replies: 851
- Views: 442861
Re: [3.1+] NullBot: an adaptive skirmish AI
I'm very glad to say that in our last game with the new NullBot the AI had no grouping stuck problems at all
- 08 Nov 2012, 21:22
- Forum: Addon discussions
- Topic: [3.1+] NullBot: an adaptive skirmish AI
- Replies: 851
- Views: 442861
Re: [3.1+] NullBot: an adaptive skirmish AI
I would love to try that also, but I just dont know what that looks like.
Is there a value that I can disable or lower?
Is there a value that I can disable or lower?
- 08 Nov 2012, 02:03
- Forum: Addon discussions
- Topic: [3.1+] NullBot: an adaptive skirmish AI
- Replies: 851
- Views: 442861
Re: [3.1+] NullBot: an adaptive skirmish AI
You are right :) We played on hard and the AI give us a hell of a time ! it was excellent! We tried to change const RETREAT_AT = 70; to 30 and that changed the game somewhat. We are going to try to disable this element, so our next game should be with this set to 0. Then I hope we will stop seeing A...
- 30 Oct 2012, 09:45
- Forum: Addon discussions
- Topic: [3.1+] NullBot: an adaptive skirmish AI
- Replies: 851
- Views: 442861
Re: [3.1+] NullBot: an adaptive skirmish AI
We just played a game where NullBot build some AA cars and sent them to fight our stationary defenses.
Non of us had any airplanes.
So there seems to something fishy with the AI adaptiveness feature.
Non of us had any airplanes.
So there seems to something fishy with the AI adaptiveness feature.
- 23 Oct 2012, 03:45
- Forum: Addon discussions
- Topic: [3.1+] NullBot: an adaptive skirmish AI
- Replies: 851
- Views: 442861
Re: [3.1+] NullBot: an adaptive skirmish AI
Do you mean that after the AI has spent all his units on a failed attack, the formerly attacked could attack and wipe his old attacker out because he would not have any units to defend himself? If you mean that, is that not what stationary weapons are for? Could you make it do blitzkrieg attacks som...
- 21 Oct 2012, 13:14
- Forum: Addon discussions
- Topic: [3.1+] NullBot: an adaptive skirmish AI
- Replies: 851
- Views: 442861
Re: [3.1+] NullBot: an adaptive skirmish AI
Could I get you to consider changing the Insane difficulty level and making it just like Hard, except with no repair..??
All units are set to do or die and never retreat.
All units are set to do or die and never retreat.