Let's Make Some Real In Game Changes

Discuss the future of Warzone 2100 with us.
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dragonflythecat
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Let's Make Some Real In Game Changes

Post by dragonflythecat »

I need some changes to make the game easier on the CPU and stop AI crashes.

What I want is a way to delete large selections of units/or base defenses at the same time using the keystroke Ctrl + D.

When we are playing the game we build to solidify our original position/base. But once the base defenses are built, the builders either lay inactive or we recycle them or we build base defenses as a counter weight to our mobile war machine as we march against our opponents across the map.

In this scenario I quickly move across the map leaving unused weapons/base defenses unused behind me, making them practically useless but doesn't the AI still have to manage those unused units? - essentially I want the ability to sell those unneeded units at 50% instead of solely relying on the oil rig to supply me with revenue and I want a quicker way of doing it instead of using the current method of individually recycling.

I notice that in the beginning of any game the builders build faster when there are less units for the AI to keep track of, also when playing an 8-player game where the scenario is 1 vs 7 - it seems that AI can't keep track of everything going in the game - it freezes and then crashes. I am suggesting we find a way to reduce the burden on the game AI.

This problem then splits off to an even bigger problem - Are the problems encountered in the game actually with the game itself or is there a different culprit? Like the maps we're are playing on?

Based upon that concept the solution would be to play all the current 8-player maps and look for a marker - at first I didn't see it because the original maps that come in the game I was no longer playing - I had move on to the Add-on page and the mapping/mod forum to get my maps.

I find the original maps rather boring, you only play just so long before there is no variety and you have to move on. So what I found out is that when using the original maps the AI works fine and there are no crashes but when I got maps from the Mapping/Mod forum I was able to recreate the problem: 8c-Monster3.wz as opposed to 8c-TakeTheFort.wz.

Also I still want the ability to change position in the game - currently the game only allows the game to play from a single perspective - which simply means you can only play a map from one location, so you never get to see or experience the battle from your opponents perspective which makes you a less adequate player and reduces our ability to be able to strategize the possible ways in which our opponents can attack us and win from that position. In some of the original maps the ability is there but the chances of it working are slim or none, take your pick.

I think the problem arise from the fact that there are too many ways to create maps for this game coupled with the fact that most of the maps are created by individuals learning to create and they are having a difficult time putting all the segments together in an coherent package or it could be something entirely different.

It seems to me that one of the indicators were the use of oil rigs. In the original game maps you'll notice that there are fewer oil rigs than in the new maps - I think that is part of the problem - the new maps are saturated with oil rigs.

The AI has to monitor all those oil rigs and the trucks building upon them plus everything else going on in the game, doesn't it?
Which once again puts an unnecessary burden on the AI? When ever I see one of the maps saturated with oil rigs it screams at me that the creator of that map has had a lost of confidence in himself to win the map. The most oil rigs required for any map in the base is 12, the required number of extra oil rigs depends upon the number of players that map allows - let's say the number was eight extra oil rigs for a two player game map.

If both players control 4 rigs each there is no advantage for either player but if one player has all eight then that might be enough of an advantage over your opponent to win. This game is based upon the number of oil rigs you can manage/control and keep out of the reach of your opponent - this concept provides the incentive for war and if you don't have that incentive what happens? The map becomes a stalemate.

In my opinion saturating a map with oil rigs is the same as cheating using the 'superpower' cheat and a waste of time.
What is the incentive for war? Fewer oil rigs.
alto1234
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Re: Let's Make Some Real In Game Changes

Post by alto1234 »

dragonflythecat wrote:I need some changes to make the game easier on the CPU and stop AI crashes.
nobody else has this problem, upgrade your hardware
dragonflythecat wrote: This problem then splits off to an even bigger problem - Are the problems encountered in the game actually with the game itself or is there a different culprit? Like the maps we're are playing on?
true
dragonflythecat wrote: I think the problem arise from the fact that there are too many ways to create maps for this game coupled with the fact that most of the maps are created by individuals learning to create and they are having a difficult time putting all the segments together in an coherent package or it could be something entirely different.
the community is growing, if you want good maps look at the highest rated ones in addons
dragonflythecat wrote: It seems to me that one of the indicators were the use of oil rigs. In the original game maps you'll notice that there are fewer oil rigs than in the new maps - I think that is part of the problem - the new maps are saturated with oil rigs.
some of the new maps - so just don't play these ntw-style maps
dragonflythecat wrote:The map becomes a stalemate. In my opinion saturating a map with oil rigs is the same as cheating using the 'superpower' cheat and a waste of time.
yes

in all if you have a problem with these maps, host games on well designed maps and design maps well yourself. there will always be idiots/foreigners who babble in broken english requesting ntw or squared but there will always be experts who understand what a good map really is.