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Re: map - memonia9
Posted: 15 Mar 2009, 05:01
by whippersnapper
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Some more screen cap affronts to the PETA militants amongst us.
On a serious note - in my head I associate Turtling with building an air force.
Re: map - memonia9
Posted: 15 Mar 2009, 06:39
by lav_coyote25
have updated the map - memonia9 - see comments at begining of thread...
viewtopic.php?f=10&t=2713&p=26317#p26317
Re: map - memonia9
Posted: 15 Mar 2009, 10:51
by whippersnapper
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So far in testing this latest iteration it looks like the South West Base quadrant has the optimal balance in resource #,
proximity and accessibility over the other quads. In order, from weakest positions, North West, South East, North East.
It's not easy to see right off when you're working with total topographic asymmetry.. One way to get a grip on it is by pushing
the game speed up to 20x. There are also a total of 3 "sticky spots" scattered hither and yon - I'll screen cap those too..
I'll also post some pics later on the monster base BP built in the South West Quad to go along with air supremacy. This was
a T3 game w/advanced start and high $$. Later I'll do a T1 no base game.
BP has also implemented what is dubbed "Move_Base_Event".... which means if you take out its HQ it will reestablish its base of ops
some fair distance away from the original.... while still running the original as a sorta "Back Base" decoy.
regards, whipper.

Re: map - memonia9
Posted: 15 Mar 2009, 17:48
by whippersnapper
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-- BPs South Western Base moving from west to east. It has a minimum of 3 ground combat columns of mixed arms penetrating to enemy targets and waves of air power bombing & softening up these very targets for the marching ground forces. Having capped most of its quadrant oil rapidly it's funding of research, defenses and offensives can be simultaneously robust.
Re: map - memonia9
Posted: 15 Mar 2009, 20:40
by whippersnapper
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The last 3 caps above were SW BPs Main Start Base in a T3 game. Below is a cap of its Move_Base_Event 30 Tiles north east.
I'm gonna have to start a T1 new game to catch those sticky spots again. They captured NW BP & SE PB forces and
SW BPs Air Force wiped them out as it killed there bases as well.... it's after me now and if I can't build-up about
50 Retaliation Pulse laser Vtols, my goose is cooked.
Re: map - memonia9
Posted: 15 Mar 2009, 20:54
by DarkCheetah
Buginator wrote:Here, let me show you a example, and see if you see, what I see...
cheetah-closeup2.jpg
now thats a beutifull shot of a cheetah ^^
Re: map - memonia9
Posted: 15 Mar 2009, 21:24
by Buginator
whippersnapper wrote:.
-- BPs South Western Base moving from west to east. It has a minimum of 3 ground combat columns of mixed arms penetrating to enemy targets and waves of air power bombing & softening up these very targets for the marching ground forces. Having capped most of its quadrant oil rapidly it's funding of research, defenses and offensives can be simultaneously robust.
Hey Whippersnapper (or anyone else really), if you have them, can you send me the savegames for some of these? Looking for ones that has lots of units, so I can use that as a aid to debug things.
And a note about BP, no, it will not be ready this weekend. (sorry

). It is just really hard to only test with one machine, now that my other box went down.
That, along with my continued issues with GNA is causing me all kinds of

.
It will be made available, most likely when 2.2 gets pushed out. (No, I haven't even tested on 2.1).
Sorry guys, but time is short this month.

Re: map - memonia9
Posted: 16 Mar 2009, 07:00
by whippersnapper
Buginator wrote:
Hey Whippersnapper (or anyone else really), if you have them, can you send me the savegames for some of these? Looking for ones that has lots of units, so I can use that as a aid to debug things.
- Sure. Any ver. binary pref ? Any Map pref ? Or Lav's map will work for ya ? Lav's is a good stress test I think because it is like a naturally convoluted 3D maze presenting the greatest PF challenge (Atolls are also tough but nobody makes those kind of maps anymore)... I know PF is strictly apart from Ski A.I. and Map Design but I also know for sure stuff can be done in scripting and map-making that can optimize unit flow or counteract PF short-falls - Lav's Map & BP are close to optimal in that regard, as far as I can tell.
Regards, whipper

Re: map - memonia9
Posted: 16 Mar 2009, 07:30
by Zarel
whippersnapper wrote:- Sure. Any ver. binary pref ? Any Map pref ? Or Lav's map will work for ya ? Lav's is a good stress test I think because it is like a naturally convoluted 3D maze presenting the greatest PF challenge (Atolls are also tough but nobody makes those kind of maps anymore)... I know PF is strictly apart from Ski A.I. and Map Design but I also know for sure stuff can be done in scripting and map-making that can optimize unit flow or counteract PF short-falls - Lav's Map & BP are close to optimal in that regard, as far as I can tell.
Regards, whipper

He probably wants trunk and Lav's map.
Re: map - memonia9
Posted: 16 Mar 2009, 17:24
by whippersnapper
Zarel wrote:
He probably wants trunk and Lav's map.
- K. Makes sense from what I've read. It's also the one binary I don't have. I'll compile in a couple days.. Thanks...
- Btw.... Lav, have you run a trunk binary or just the last release ver for Win ?
Regards, whipper

Re: map - memonia9
Posted: 16 Mar 2009, 17:35
by Zarel
whippersnapper wrote:- K. Makes sense from what I've read. It's also the one binary I don't have. I'll compile in a couple days.. Thanks...
- Btw.... Lav, have you run a trunk binary or just the last release ver for Win ?
Oh, come on, the nightlies are right here ->
http://warzone.mortis.eu/nightly-builds/
...and have been for ages...
Re: map - memonia9
Posted: 16 Mar 2009, 18:05
by whippersnapper
- Looks like from Feb. 23... but if that works for this... then it's easy enough to dl. Thanks.
- Regards, whipper.

Re: map - memonia9
Posted: 16 Mar 2009, 19:49
by Zarel
Oh, hmm, didn't realize they were outdated.
Nonetheless, I don't think pathing's been changed since then, so you're safe.
Re: map - memonia9
Posted: 16 Mar 2009, 20:15
by EvilGuru
Quite a few bugs have been fixed over the past month. Best to avoid old nightlies. I'll see if Giel can cook up a more recent build.
Regards, Freddie.
Re: map - memonia9
Posted: 16 Mar 2009, 20:47
by whippersnapper
EvilGuru wrote:Quite a few bugs have been fixed over the past month. Best to avoid old nightlies. I'll see if Giel can cook up a more recent build.
Regards, Freddie.
-- Cool. Glad I checked here first. Was about to dl that old nightly. Thanks, that would be sweet.
Regards, whipper.