Search found 347 matches

by DylanDog
06 Aug 2010, 10:23
Forum: Addon discussions
Topic: Warzone 2120 V.02Beta - A Total Conversion Sk/Mp Mod
Replies: 33
Views: 26835

Re: Warzone 2120 V.01Beta - A Total Conversion Sk/Mp Mod

Wow, really nice. I played few minutes only but it looks great.

Are you planning to use a more recent version of DyDo-AI? if so and if you need any support just shout.
by DylanDog
06 Aug 2010, 10:15
Forum: Ideas and suggestions
Topic: New feature: DROID'S SHIELD
Replies: 77
Views: 18054

Re: New feature: DROID'S SHIELD

They appear to be a renegade band of coders, artists and general miscreants working from a secret base in low earth orbit. I can say no more. You have said enough (in a fairly way though). This link is what I looking for. There are so many projects, mods and add-ons around that it is easy to loose ...
by DylanDog
05 Aug 2010, 21:56
Forum: Addon discussions
Topic: DyDo 2.2.2, AI for skirmish games and challenges
Replies: 82
Views: 27406

Re: DyDo 2.2.1, AI for skirmish games and challenges

. K.. did another clean install, ran all stock A.I., same config, 3 A.I. in locked team, plus Scavs activated vs. me and the anomalous behavior described did NOT manifest. I then replaced all stock scripts with Dydo (both Ski & Scav) in base.wz without any Mods, same config, and the anomalous behav...
by DylanDog
05 Aug 2010, 14:19
Forum: Development
Topic: Showing how much something costs
Replies: 17
Views: 3860

Re: Showing how much something costs

Show "-62" is ok for me.
by DylanDog
05 Aug 2010, 09:46
Forum: Ideas and suggestions
Topic: New feature: DROID'S SHIELD
Replies: 77
Views: 18054

Re: New feature: DROID'S SHIELD

Buginator wrote:FYI, already implemented by the WZGM guys, and it looks awesome!
I do not understand this (who are WZGM guys??)...you mean the shield feature is already in the main warzone code but not used yet? it just needs to be somehow activated?
by DylanDog
04 Aug 2010, 22:06
Forum: Ideas and suggestions
Topic: New feature: DROID'S SHIELD
Replies: 77
Views: 18054

Re: New feature: DROID'S SHIELD

Zarel wrote:I'll add mod support for it, but it's not something I want in the game itself.
Can you please explain a bit how this "mod support" will work?
by DylanDog
02 Aug 2010, 14:09
Forum: Ideas and suggestions
Topic: New feature: DROID'S SHIELD
Replies: 77
Views: 18054

Re: New feature: DROID'S SHIELD

Zarel wrote:Ehh, more micromanagement.
Not if we keep the loading time long enough.
Zarel wrote: I'll add mod support for it...
this would be great!!!
by DylanDog
01 Aug 2010, 16:58
Forum: Ideas and suggestions
Topic: New feature: DROID'S SHIELD
Replies: 77
Views: 18054

New feature: DROID'S SHIELD

I was reading a book and got the inspiration for a new idea: droid's shield. I know this feature would required a big/huge work on the code but I think it is something which is worth to work on. Shields should be used rarely to make them a feature to increase the game strategy (they should be used o...
by DylanDog
01 Aug 2010, 15:49
Forum: Addon discussions
Topic: DyDo 2.2.2, AI for skirmish games and challenges
Replies: 82
Views: 27406

Re: DyDo 2.2.1, AI for skirmish games and challenges

Hello, just to let you all know I am on holiday since 2 weeks and will be back in 6-7 days. I will then be able to spend some more time on the forum.
by DylanDog
15 Jul 2010, 11:55
Forum: Addon discussions
Topic: DyDo 2.2.2, AI for skirmish games and challenges
Replies: 82
Views: 27406

Re: DyDo 2.2.1, AI for skirmish games and challenges

Since I very much like to limit the research buildings for gameplay reasons, I am wondering what can be done in order to solve this bug? I think I would need to modify the AI code A LOT for this. The problem is that I cannot check the limits with the AI script, if this would be possible then the bu...
by DylanDog
15 Jul 2010, 11:50
Forum: Addon discussions
Topic: DyDo 2.2.2, AI for skirmish games and challenges
Replies: 82
Views: 27406

Re: DyDo 2.2.1, AI for skirmish games and challenges

. Love the work you have done with both DyDo & DyDo Scav a.i.s and I am building a project around them called 4c-ManGodAi4X . :) at which stage of development are you with this map? . This does NOT happen with No locked team,... The path walking is as smooth and optimal as can be. Odd. I do not hav...
by DylanDog
15 Jul 2010, 11:44
Forum: Addon discussions
Topic: DyDo 2.2.2, AI for skirmish games and challenges
Replies: 82
Views: 27406

Re: DyDo 2.2.1, AI for skirmish games and challenges

However there is one thing I noticed, that could be improved. The AI is mostly using the same routes to engage, I was wondering if you could add a function for the AI to determine the Strength of defenses along a path and make the AI choose another one if the threat level is too high. Lets assume a...
by DylanDog
15 Jul 2010, 11:21
Forum: Addon discussions
Topic: DyDo 2.2.2, AI for skirmish games and challenges
Replies: 82
Views: 27406

Re: DyDo 2.2.1, AI for skirmish games and challenges

Why crashs the Game, if i set the AI Strengh in the VLO to random (0)? If i set the personality to random, the Game will work and the AI work faster with Strengh 5. DylanDog, pls check your Mails, i have you send some interesting Data ;) Sorry I have not been able to replicate this, my DyDo is not ...
by DylanDog
05 Jul 2010, 14:13
Forum: Addon discussions
Topic: DyDo 2.2.2, AI for skirmish games and challenges
Replies: 82
Views: 27406

Re: DyDo 2.2.1, AI for skirmish games and challenges

I can not find on your website the technology paths that both versions of AI are using. Could you please tell where it is? Ok, to see the whole path you have to open a DyDo vlo file (player0.vlo), then you will see few arrays showing the techs researched: researchCheap[][] - Basic researches resPat...