[3.1] Ultimate Scavenger AI Mod
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
I think one of the major benefits of the JS APIs is that they are not a PITA to update. You can just chip away at them without getting bogged down in code syntax semantics.
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Look at the two-headed eagle on my avatar. I wonder which of the heads is responsible for playing warzone? (:milo christiansen wrote:All I can say is that I hope all this AI work is not a sign that NoQ is planing on leaving soon
After all it seems that every time someone makes a cool AI mod they disappear after a while and stop updating it
Btw, these AIs are many times simplier than DyDo, in sense of lines of code count. Btw, i recently tried to make DyDo playable on 3.1 ... and failed. Too many places where 8 players are hard-coded (without a relevant named constant ...) (JS couldn't have saved from that).
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Assuming we get things like chat, beacons and the ability to transfer power/objects between players, all the features of DyDo should be feasible in JS though, yes?
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
I think so. But DyDo did some nice things that i don't want to implement, like using commanders (fun but known to be bad).
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
LOVING THIS MOD!!!
It would be great if they could try and rebuild lost / damaged bases. Eg. on your "Freezing" 4 player map, there's 4 scav bases. If one gets destroyed they should try and recapture the area and rebuild their base.
Also, after a while, they should focus on getting some more factories and build more rocket bunkers...
It would be great if they could try and rebuild lost / damaged bases. Eg. on your "Freezing" 4 player map, there's 4 scav bases. If one gets destroyed they should try and recapture the area and rebuild their base.
Also, after a while, they should focus on getting some more factories and build more rocket bunkers...
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Given too much time the scav AI will take all the oil it can and become a super power.
Looks like fun but as it is a mod its only skirmish so you multi players are safe so far Grey on the mini map is scavs
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Last edited by aubergine on 24 Mar 2012, 05:48, edited 1 time in total.
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
aubergine wrote:I've made a compelling documentary about this new menace that threatens our very existence:
http://www.youtube.com/watch?v=XC-HVr12pE0
I love it. Especially the "very patient..." bits. I've watched quite a few of your compelling documentaries, I think this has a much more humorous side to it.
Methinks they need a slightly better AI....
I fully realise my input is just another drop in the proverbial bucket. It is my goal to make each drop count.
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Considering this scav AI has been in development for about 1 day so far, I think it's going quite well. If you don't wall in your derricks they send in the school busses and tractors to take them out!
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
good documentar
nice
nice
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
aubergine wrote: If you don't wall in your derricks they send in the school busses and tractors to take them out!
LOL being schooled by the scav army ...run flee
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
v0.07: units don't get stuck around the factories, now works on the latest master.
Last edited by NoQ on 27 Mar 2012, 08:47, edited 2 times in total.
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Concept and scale test NoQ
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Could that be a future base for the Scavenger equivalent of an MRA or Mortar?
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Scavengers already have MRAs (buggy and jeep). Good idea about mortar though.
Berg: any ideas on a multi-turret scavenger body? (:
upd: There. Probably i could add a MRA or mortar at the back?
Berg: any ideas on a multi-turret scavenger body? (:
upd: There. Probably i could add a MRA or mortar at the back?
Last edited by NoQ on 24 Mar 2012, 14:11, edited 1 time in total.
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