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Re: map - memonia9

Posted: 17 Mar 2009, 05:18
by whippersnapper
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-- The first sticky-spot is between the SW and SE corners. 3 cap angles attached with the mini-map target polygon highlighted
in day-glow green.

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Re: map - memonia9

Posted: 19 Mar 2009, 07:19
by lav_coyote25
memonia9_possible final release.zip
EDIT: possible final release - unless flaws found and pointed out... thanks for responding.
(109.93 KiB) Not downloaded yet

see beginning of this thread for the file - thanks for testing and providing feedback. :)

Re: map - memonia9

Posted: 19 Mar 2009, 08:20
by whippersnapper
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- Been focused on AI Base Parity for all 4 positions.

- In this last iteration it is achieved for 3 of the 4 positions.

- I've isolated the fix for achieving parity for all 4 positions.

- The screen cap pinpoints the location: just east of the NW Base.

- Build a ramp right where the Trucks are captured to the oil resource. Just one more fix Lav, at least
from what I can tell....

- This is a case I've described elsewhere were the Truck A.I. nullifies unit path finding and AI scripting too
is adversely impacted as well ... Truck AI has ranged on the oil resource as the crow flies and even though it
cannot reach it remains "fixated".instead of disengaging after a number of tics and continuing to explore.
The other fix is to move the oil resource "out of range" and closer to another extant ramp. ..

- This seemingly trivial event totally screws up any AI that occupies the NW Base position. Actually it
will mess up, not nearly so bad, a human player.... human will eventually realize what's happening and manually direct
the trucks to nearest ramp to access the oil. But you have to optimize for A.I. players because even in MP they are used
as allies and position parity still holds...

- Regards, whipper.. :)

Re: map - memonia9

Posted: 21 Mar 2009, 21:41
by whippersnapper
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- I'm not sure if I imagined it, but I thought I read somewhere that Per was working on implementing mines. If so
this would be a hell of a map to lay mines.

- @ Bug: Just looking to a new nightly to test and make some save games of BP on this map.

- Some ambush caps.... also an example of scale being a little wonky. In some scenes a Borg can look like a giant Mech (without
the commensurate firepower).
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Re: map - memonia9

Posted: 22 Mar 2009, 06:17
by Buginator
whippersnapper wrote: - @ Bug: Just looking to a new nightly to test and make some save games of BP on this map.
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No hurry, I am still busy with other things.
I just think it would be useful if we had savegame files with tons of units in it for debugging things, checking balance, and so forth.

Re: map - memonia9

Posted: 25 Mar 2009, 01:05
by whippersnapper
Buginator wrote:
No hurry, I am still busy with other things.
I just think it would be useful if we had savegame files with tons of units in it for debugging things, checking balance, and so forth.
- Ok then. I'm gonna switch to my TrinityRedux Map-Mod for a spell which is fully optimized and balanced and results in BP building both Massive Bases & Armies in all quads and in which the PF flow throughout is multi-vectored, multi-tiered, and without any impediments. I like to have fun testing on my own stuff too. ;)

- Regards, whipper. :)

Re: map - memonia9

Posted: 04 Apr 2009, 12:55
by DarkCheetah
yeh now i'v been waiting longer for this, where's the release of Becomeprey? i whanna play it now!