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Re: map - memonia9

Posted: 11 Mar 2009, 14:48
by whippersnapper
zydonk wrote:Is there any chance that the other mods in that family, KICK and LOD, will be updated for v21?
-- Don't think so. My understanding is they are happy playing MP with PURE v.1.11 as their base. In fact they are in development
for the next iteration v.1.11b5. When I say "they" I mean "WZ Elite Force" Clan. RSGod created LOD so he would need to approve
anything. But I really think if you want it from the "horses mouth" you should contact them direct and ask here:
http://warzone2100.wz.cz/english.htm They have an IRC Channel and a custom mIRC client and email too.

-- Back on topic question - has anybody else played Lav's map in MP with teams or every man for himself - NOT with A.I. players - ??

- Cheers, whipper :)

Re: map - memonia9

Posted: 11 Mar 2009, 16:08
by DarkCheetah
u know that i realy love Becomeprey ai :3 they'r the most strategic ai's of warzone! they build around the whole map , they have good defenses and all , not like aiv , aiv only build more difrent tanks, thats all , and stealing oil, talking to ais, but they'r just weak X3

Re: map - memonia9

Posted: 11 Mar 2009, 18:14
by whippersnapper
DarkCheetah wrote:u know that i realy love Becomeprey ai :3 they'r the most strategic ai's of warzone! they build around the whole map , they have good defenses and all , not like aiv , aiv only build more difrent tanks, thats all , and stealing oil, talking to ais, but they'r just weak X3
-- I hear you. Lav's Maps push the limits of what Skirmish A.I.s can handle (many of Lav's maps are perfect for Cam A.I., imho.. In fact Lav has made 100s of quality WZ maps and, I would guess, is the most prolific WZ map maker of all time..) and Become Prey is one of 3 Ski A.I.s that can handle em. Prometheus's "H20" is one that handle em but it's not quite as strong as BP. The second Ski A.I. that does well on Lav's maps and is a favorite of mine along with BP is Troman's first iteration of "Aivolution"....

-- This "Aivolution" is very different than the one everyone is used to that comes with the WRP game binary. Personally I like it a 100% better. It was built to the 1st modified WZ game binary shortly after source code liberation and that binary was known as "1.10c".... I have the source to both. I was gonna make it compatible to the current WRP binary but, to be honest, my brain cannot handle working on 2 games at the same time at that level (as I've learned & started writing in a new script lang I've started forgetting WZ script).. We all have our limits we have to live with. This iteration of "Aivolution v.1.10c" has High Ground targeting bonuses and Tank Transport Drops - it is unique, powerful and lots of fun. If anyone on the Dev Team feels like they could work on making it compatible I'd be happy to pass the source on. Troman has already given permission - he is otherwise busy with RL and doesn't have the time to do it himself last I heard.

- Cheers, whipper :)

Re: map - memonia9

Posted: 12 Mar 2009, 06:14
by whippersnapper
.

Some more battle snaps.... really enjoying this one, as if it wasn't obvious. :)

How about them sky-scraper mortar pits.. heh.. ;)

Re: map - memonia9

Posted: 12 Mar 2009, 17:34
by DarkCheetah
Defensive structures always stretch when placing near mountain , or higher level ground hehe XD thats kinda funny :3 i'v a screenshot from little VS big towers X3

Re: map - memonia9

Posted: 12 Mar 2009, 20:56
by whippersnapper
DarkCheetah wrote:Defensive structures always stretch when placing near mountain , or higher level ground hehe XD thats kinda funny :3 i'v a screenshot from little VS big towers X3

-- Yea.. for some odd reason I do it on purpose 'cause it tickles my fancy. :) Though I'm guessing the way Gerard's new terrain renderer works this novel anomaly will become an historical footnote - but I haven't tested it to say for sure.

-- I must say Lav's topography brings out the "sneaky" tactics in me and I rather like that. ;)

- Cheers, whipper.

Re: map - memonia9

Posted: 13 Mar 2009, 04:28
by lav_coyote25
did a short game - base size was adequate... sort of. ;)

Re: map - memonia9

Posted: 13 Mar 2009, 18:03
by whippersnapper
lav_coyote25 wrote:did a short game - base size was adequate... sort of. ;)
-- That gives me thought to try and play a Turtle game against BP. Do it over the weekend.

- Regards, whipper.

Re: map - memonia9

Posted: 13 Mar 2009, 18:53
by DarkCheetah
lol why are u the only one with that becomePrey? it isn't fair >.>

Re: map - memonia9

Posted: 13 Mar 2009, 19:28
by whippersnapper
DarkCheetah wrote:lol why are u the only one with that becomePrey? it isn't fair >.>
-- Soon bud..... :) Anybody that wants it can have it this weekend when Bug properly releases it with Niker's official permission and
full compatibility with the debug binary.... (my version from Sept '08 causes probs with the debug binary which is what Buginator has been fixing in his spare time...)

-- In the time remaining best learn Lav's Map - it's gonna be your best edge up against 3 BPs. ;)

-- Here's some more caps - how about that Baba MG Shack ? Silly looking but still fun. :D:

Re: map - memonia9

Posted: 14 Mar 2009, 05:17
by Buginator
whippersnapper wrote: -- Soon bud..... :) Anybody that wants it can have it this weekend when Bug properly releases it with Niker's official permission and
full compatibility with the debug binary.... (my version from Sept '08 causes probs with the debug binary which is what Buginator has been fixing in his spare time...)
Well, maybe not this weekend. Ran into some more pesky issues I am finding. And one of my machines is down, and I can't really test and code at the same time, on the same machine. :stressed: (oh, I also have NOT tested on anything but trunk--just don't got the time to test, and nobody seems to be willing to test, *and provide feedback*)
I also am thinking of making two versions of BP, a 'virgin', and a slightly modified one, since the remapping of the colors can be confusing. If you are playing against 3 AIs, and they are all red, how can you tell which one of them is attacking you? My grand scheme of things will allow AIV & BP to play with each other, so you can tell your AI teammate to attack whatever target you want.
I also didn't notice before, but it looks like we also have Troman's GK AI as well, that was hidden in the NTW mod. So that makes 3 AIs, and the default AI.

And yeah, I know we need a better way to handle mods/AIs/and whatever else...
-- In the time remaining best learn Lav's Map - it's gonna be your best edge up against 3 BPs. ;)
-- Here's some more caps - how about that Baba MG Shack ? Silly looking but still fun. :D:
You know, I am shocked that PETA isn't doing a online campaign about those pics... O_o

Re: map - memonia9

Posted: 14 Mar 2009, 05:46
by lav_coyote25
You know, I am shocked that PETA isn't doing a online campaign about those pics... O_o

what pics... O_O :stare: xD peta = poor elephants think africa?? what is peta? or you mean pita... the flat bread stuff? or pita ... pain in the a$$


xD

Re: map - memonia9

Posted: 14 Mar 2009, 06:06
by Zarel
lav_coyote25 wrote:what pics... O_O :stare: xD peta = poor elephants think africa?? what is peta? or you mean pita... the flat bread stuff? or pita ... pain in the a$$
PETA = People for the Ethical Treatment of Animals

They tend to speak out against... everything.

Re: map - memonia9

Posted: 14 Mar 2009, 06:22
by Buginator
Here, let me show you a example, and see if you see, what I see...
cheetah-closeup2.jpg

Re: map - memonia9

Posted: 14 Mar 2009, 07:00
by lav_coyote25
so funny... yuk yuks should have you on as a regular!!! xD