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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 :P

After all it seems that every time someone makes a cool AI mod they disappear after a while and stop updating it :wink:
:lol2: 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
LOVING THIS MOD!!! :D :D :D :D :D

It would be great if they could try and rebuild lost / damaged bases. Eg. on your "Freezing" 4 player map, there's 4 scav bases. If one gets destroyed they should try and recapture the area and rebuild their base.

Also, after a while, they should focus on getting some more factories and build more rocket bunkers...

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Posted: 23 Mar 2012, 23:39
by Berg
wz2100-20120324_083415-Calamity-T1.png
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 :ninja:
wz2100-20120324_092913-Snowfall-T1.jpg
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:

Image

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Posted: 24 Mar 2012, 03:05
by Searge-Major
aubergine wrote:I've made a compelling documentary about this new menace that threatens our very existence:

http://www.youtube.com/watch?v=XC-HVr12pE0
:lol2:

I love it. XD 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. :wink:

Methinks they need a slightly better AI.... :ninja:

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
:lol2: :lol2: good documentar
nice :)

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
Screenshot-truck - WMIT.png
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? :wink: