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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 23 Mar 2012, 18:33
by aubergine
I think one of the major benefits of the JS APIs is that they are not a PITA to update. You can just chip away at them without getting bogged down in code syntax semantics.
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 23 Mar 2012, 18:34
by NoQ
milo christiansen wrote:All I can say is that I hope all this AI work is not a sign that NoQ is planing on leaving soon
After all it seems that every time someone makes a cool AI mod they disappear after a while and stop updating it


Look at the
two-headed eagle on my avatar. I wonder which of the heads is responsible for playing warzone? (:
Btw, these AIs are
many times simplier than DyDo, in sense of lines of code count. Btw, i recently tried to make DyDo playable on 3.1 ... and failed. Too many places where 8 players are hard-coded (without a relevant named constant ...)

(JS couldn't have saved from that).
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 23 Mar 2012, 18:39
by aubergine
Assuming we get things like chat, beacons and the ability to transfer power/objects between players, all the features of DyDo should be feasible in JS though, yes?
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 23 Mar 2012, 18:41
by NoQ
I think so. But DyDo did some nice things that i don't want to implement, like using commanders (fun but known to be bad).
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 23 Mar 2012, 21:27
by aubergine
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 23 Mar 2012, 23:39
by Berg
This mod has turned a mere annoyance into into a dangerous obstacle that should be removed as fast as possible.
Given too much time the scav AI will take all the oil it can and become a super power.
Looks like fun but as it is a mod its only skirmish so you multi players are safe so far
Grey on the mini map is scavs
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 24 Mar 2012, 02:36
by aubergine
I've made a compelling documentary about this new menace that threatens our very existence:

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 24 Mar 2012, 03:05
by Searge-Major
I love it.

Especially the "very patient..." bits. I've watched quite a few of your compelling documentaries, I think this has a much more humorous side to it.
Methinks they need a slightly better AI....

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 24 Mar 2012, 04:25
by aubergine
Considering this scav AI has been in development for about 1 day so far, I think it's going quite well. If you don't wall in your derricks they send in the school busses and tractors to take them out!
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 24 Mar 2012, 05:40
by Virus- A
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 24 Mar 2012, 06:05
by Berg
aubergine wrote: If you don't wall in your derricks they send in the school busses and tractors to take them out!
LOL being schooled by the scav army ...run flee
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 24 Mar 2012, 06:56
by NoQ
v0.07: units don't get stuck around the factories, now works on the latest master.
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 24 Mar 2012, 12:25
by Berg
Concept and scale test NoQ
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 24 Mar 2012, 13:05
by Shadow Wolf TJC
Could that be a future base for the Scavenger equivalent of an MRA or Mortar?
Re: Ultimate Scavenger AI Mod (beta) (for 3.1)
Posted: 24 Mar 2012, 13:51
by NoQ
Scavengers already have MRAs (buggy and jeep). Good idea about mortar though.
Berg: any ideas on a
multi-turret scavenger body? (:
upd:
There. Probably i could add a MRA or mortar at the back?
