Search found 131 matches

by raycast
02 Nov 2012, 14:30
Forum: Addon discussions
Topic: deleted maps
Replies: 22
Views: 8387

Re: maps by Ray

Removed.
by raycast
01 Nov 2012, 14:08
Forum: Scripting
Topic: CoffeeScript for warzone scripting.
Replies: 18
Views: 7805

Re: CoffeeScript for warzone scripting.

JavaScript fan shirt:
Image

Javascript... WAT?!?
by raycast
01 Nov 2012, 12:18
Forum: Coding
Topic: Targeting logic
Replies: 21
Views: 7692

Re: Targeting logic

On a side note, the walkthrough suggested to use decoy buildings in some situations. I.e. place a turret in some place to draw fire, but not bother to finish it. Judging from the code, this doesn't work well anymore. Unfinished buildings get a penalty, so they should be mostly shot at if there is no...
by raycast
01 Nov 2012, 11:46
Forum: Coding
Topic: Targeting logic
Replies: 21
Views: 7692

Re: Targeting logic

There is quite a logic in place for choosing the most appropriate target. This involves how much the targets are damaged and such. Please have a look at the code to see the details for yourself. Note that if you have a good defense set up, it will probably involve some high-rate weapons such as assa...
by raycast
31 Oct 2012, 21:24
Forum: Coding
Topic: Targeting logic
Replies: 21
Views: 7692

Re: Targeting logic

Here's another iteration of the patch. I havn't play tested it yet, so it might not work. Behaviour of this patch is as follows: If target is not yet doomed, consider as before. If target is doomed and (upgraded) ROF is larger/equal 21, consider with a penalty of 10 If target is doomed and (upgraded...
by raycast
30 Oct 2012, 23:19
Forum: Coding
Topic: Targeting logic
Replies: 21
Views: 7692

Re: Targeting logic

Certainly, unless another weapon nearby could finish the target off with less firepower. No sense wasting Lancer rounds on an almost dead tank when a Minipod or Light Cannon could finish it off instead, and/or when there's a juicier target around in the form of a healthier tank. At which point, we ...
by raycast
30 Oct 2012, 10:44
Forum: Coding
Topic: Targeting logic
Replies: 21
Views: 7692

Re: Targeting logic

The attack priority is per-attacker, not per-target. And it needs to execute often and fast. I've been wondering whether maybe high-damage, low-rate weapons should fire first, or low-range (as they have a smaller choice), but all that requires sorting, and that probably messes up things or is too sl...
by raycast
29 Oct 2012, 20:05
Forum: Addon discussions
Topic: Cartoon tileset experiment
Replies: 123
Views: 66149

Re: Cartoon tileset experiment

If you are a Debian or Ubuntu user, the following may help to reinstall all packages:

Code: Select all

dpkg --get-selections | while read pkg status; do aptitude reinstall $pkg; done
by raycast
29 Oct 2012, 17:39
Forum: Coding
Topic: Targeting logic
Replies: 21
Views: 7692

Re: Targeting logic

Not completely. You just need enough cannon fodder. And seriously, it is not realistic to have 20 scourge towers fire at a single cyborg coming in range, when they might even see the army waiting just behind it...
by raycast
29 Oct 2012, 11:47
Forum: Coding
Topic: Targeting logic
Replies: 21
Views: 7692

Re: Targeting logic

When the incoming projectiles miss, the target will already no longer be "probably doomed". Since I assume the "fire sequence" is deterministic, it is likely that the very same artillery will try again and again. Even if a fast-reloading nearby weapon would have much better chances of hitting. The l...
by raycast
28 Oct 2012, 17:32
Forum: Addon discussions
Topic: Merowingg's Maps
Replies: 1004
Views: 456914

Re: Merowingg's Maps

Dragon Tail looks interesting. However, the first game I played with AIs (2vs2) was rather boring. I chose player 3, as he seems to have the best defensive position (and I play rather defensive). I hurried for oil, then set up a couple of MG pits at the end of the plateau where the enemy would come ...
by raycast
28 Oct 2012, 17:23
Forum: Coding
Topic: Map annotations for AI
Replies: 14
Views: 5022

Re: Map annotations for AI

Ideally, all this would IMHO be stored in the maps themselves. If we can find a common format (usable for more than one AI!) this should be possible.Which is why I suggested the JSON thing, as this is very natural to use for JS AIs and extensible. In contrast to label annotations, the JSON objects c...
by raycast
27 Oct 2012, 22:04
Forum: Addon discussions
Topic: Cartoon tileset experiment
Replies: 123
Views: 66149

Re: Cartoon tileset experiment

I love this idea.

Maybe we can use Toon Shaders for the models? Then we could probably use some very simple textures for the models; mostly solid colors.

http://www.google.com/search?tbm=isch&q ... der+opengl
by raycast
27 Oct 2012, 22:01
Forum: Coding
Topic: Targeting logic
Replies: 21
Views: 7692

Targeting logic

See http://developer.wz2100.net/ticket/3748 for a patch to (hopefully) improve targeting a bit.
Please help test the patch, and report which behaviour you like better.
by raycast
26 Oct 2012, 20:39
Forum: Ideas and suggestions
Topic: Warzone and Python
Replies: 21
Views: 3628

Re: Warzone and Python

I like python. I've done a number of projects with it.

But I know where it is good at (fast sketching, dynamic and complex things), and where it sucks (low level stuff that needs to be fast as hell). There is a good reason why a lot of the python modules are not written in python.