Fair enough!
On the other hand, adding team vs team games should be as linear as adding more 1x1 maps, and should probably be of more benefit than adding even more 1x1 maps. I.e., "when a team map is encountered in the list of maps, just spawn more instances of the same AI".
Search found 5578 matches
- 02 Apr 2019, 19:23
- Forum: Addon discussions
- Topic: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
- Replies: 51
- Views: 56312
- 01 Apr 2019, 18:04
- Forum: Addon discussions
- Topic: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
- Replies: 51
- Views: 56312
Re: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
Hmm, did you try automatic team vs. team matches in the AI tournament? Or free-for-all games.
- 27 Mar 2019, 16:39
- Forum: Addon discussions
- Topic: [3.2+] NullBot 3 ‘Reloaded’
- Replies: 135
- Views: 174014
Re: [3.2+] NullBot 3 ‘Reloaded’
Also, Nullbot should not fight with Bunker Busters, since it builds too many and never uses them effectively. Could you try increasing the anti-structure value at [1] (the third element of the roles array for bunker busters) above 1.0? Like, see what value makes the behavior sensible and commit the...
- 02 Mar 2019, 22:28
- Forum: Balance
- Topic: Sunburst AA site balance
- Replies: 8
- Views: 16147
Re: Sunburst AA site balance
Sunbursts benefit from rocket upgrades, while hurricane have their own independent line of upgrades (that are additionally coupled with machinegun ROF). It makes sunbursts much faster to obtain in certain situations, which is extra cool due to how vtols are often appearing SUDDENLY . If you already ...
- 17 Feb 2019, 05:24
- Forum: Balance
- Topic: Increase rate of fire for Bunker Buster
- Replies: 5
- Views: 14301
Re: Increase rate of fire for Bunker Buster
Buildings can be destroyed more effectively and with less risk of losing units with cannons... You cannot develop cannons and rockets simultaneously in a competitive game. Which pretty much defines the place for bunker busters in the balance: the anti-building weapon of the rocket "race"....
- 23 Jan 2019, 09:00
- Forum: Development
- Topic: Latest development builds: portable & installer versions broken
- Replies: 7
- Views: 5549
Re: Latest development builds: portable & installer versions broken
I'm not a total idiot i have my files backed up on a second hard drive so even if i get a virus or windows gets corrupted I just reformat and reinstall from my clean true image back up which is also stored on the other hard drive A regular off-topic reminder that losing data is pretty much the smal...
- 04 Jan 2019, 15:57
- Forum: Other Talk
- Topic: Distribution
- Replies: 4
- Views: 5472
- 30 Dec 2018, 07:24
- Forum: Development
- Topic: Help needed testing 3.2.x Campaign games!
- Replies: 1535
- Views: 683863
Re: Help needed testing 3.2.x Campaign games!
Hit-and-run and kiting advantages are even more powerful against stupid AIs.
- 29 Dec 2018, 08:37
- Forum: Development
- Topic: Help needed testing 3.2.x Campaign games!
- Replies: 1535
- Views: 683863
Re: Help needed testing 3.2.x Campaign games!
the Lancer is doing damage of 1840 per minute against a tracked NP unit with Scorpion body, if all projectiles hit. In the same situation, the MRP is doing damage of 2625 per minute, if all projectiles hit. This shows, that the accuracy of the MRP has to be lower than the accuracy of the Lancer. Wi...
- 17 Dec 2018, 18:59
- Forum: Addon discussions
- Topic: Wrath Sniper's Maps
- Replies: 22
- Views: 17014
Re: Wrath Sniper's Maps
Yeah, unfortunately, scavengers are too unfair and random; they control all their units as a single group that attacks one random player at a time. I think it'd be great to modify scavengers to have every factory operate independently, like i did in the ultimate scavengers mod.
- 17 Dec 2018, 03:56
- Forum: Addon discussions
- Topic: Maps
- Replies: 39
- Views: 22941
Re: Maps
Yup.
- 16 Dec 2018, 21:16
- Forum: Addon discussions
- Topic: Maps
- Replies: 39
- Views: 22941
Re: Maps
Any other feedback about the map? You're doing great, dude. This is definitely the best "first map" i've ever seen anybody make. Huge, hand-crafted, asymmetric, beautiful. These nitpicks you hear are extremely minor, very few people actually bother fixing them or even notice them during t...
- 24 Nov 2018, 11:05
- Forum: Campaign
- Topic: Perf impact of libcampaign and group management
- Replies: 7
- Views: 15242
Re: Perf impact of libcampaign and group management
Clustering code is copied almost without change from NullBot. I spent a huge amount of iterations before coming up with the current regrouping algorithm and i doubt it can be simplified significantly for the purposes of a general-purpose AI, but it can probably be simplified significantly for specia...
- 20 Nov 2018, 21:35
- Forum: Coding
- Topic: Flowfield prototype
- Replies: 15
- Views: 29577
Re: Flowfield prototype
No idea how it will behave in MP games, no code for debugSync has been made. The overall idea is to make the behavior entirely deterministic. Your code should not rely on wall-clock timeouts but should instead rely on timeouts formulated in terms of game frames, should not use floating-point arithm...
- 10 Nov 2018, 08:06
- Forum: Balance
- Topic: A possible new accuracy system
- Replies: 6
- Views: 14244
Re: A possible new accuracy system
With above system (-2.5% per tile) it means that target would be just unhittable This is incorrect because the shot that rolled a miss can still hit the target with positive probability because hitting the target is physics-based. Realism-wise i'd rather imagine that this linear decrease is a prope...