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.
Search found 347 matches
- 06 Aug 2010, 10:23
- Forum: Addon discussions
- Topic: Warzone 2120 V.02Beta - A Total Conversion Sk/Mp Mod
- Replies: 33
- Views: 26835
- 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 ...
- 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...
- 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.
- 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
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?Buginator wrote:FYI, already implemented by the WZGM guys, and it looks awesome!
- 04 Aug 2010, 22:29
- Forum: Addon discussions
- Topic: DyDo 2.2.2, AI for skirmish games and challenges
- Replies: 82
- Views: 27406
- 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
Can you please explain a bit how this "mod support" will work?Zarel wrote:I'll add mod support for it, but it's not something I want in the game itself.
- 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
Not if we keep the loading time long enough.Zarel wrote:Ehh, more micromanagement.
this would be great!!!Zarel wrote: I'll add mod support for it...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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 ...
- 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...