Search found 4657 matches
- 15 Mar 2017, 07:02
- Forum: General Discussion
- Topic: Best AI for 'Air' only maps ?
- Replies: 16
- Views: 9928
Re: Best AI for 'Air' only maps ?
If you check out the Zero-K mod, you should find Circuit AI fulfills your needs.
- 28 Jul 2016, 10:59
- Forum: Balanced Annihilation Reloaded
- Topic: Status on BAR + repo links (split)
- Replies: 1
- Views: 7931
- 07 Jul 2016, 10:01
- Forum: Balanced Annihilation Reloaded
- Topic: Status on BAR + repo links (split)
- Replies: 1
- Views: 7931
Status on BAR + repo links (split)
Caw caw!
- 23 Jun 2016, 17:22
- Forum: Balanced Annihilation Reloaded
- Topic: Status on BAR + repo links
- Replies: 97
- Views: 139171
Re: Status on BAR + repo links
are you guys quietly doing an Imperial Winter up in here?
- 18 May 2016, 14:57
- Forum: Off Topic Discussion
- Topic: A bit past my 10 year anniversary
- Replies: 10
- Views: 10601
Re: A bit past my 10 year anniversary
That's a nicely expressed sentiment tombom, I feel the same about this place and it meant a lot to me during a difficult time.
- 29 Jan 2016, 17:06
- Forum: Map Creation
- Topic: Zed 2.2
- Replies: 39
- Views: 16982
Re: Zed 2.1, color tweaks to lava/lavasplosions
Prettiest map ever, but imo it will not get played so much because visually it is difficult to tell where units can and cannot move in the low ground areas - players dont like losing due to that kind of ambiguity and find it stressful to work around them.
- 08 Jan 2016, 18:29
- Forum: Balanced Annihilation Reloaded
- Topic: Status on BAR + repo links
- Replies: 97
- Views: 139171
Re: Status on BAR + repo links
I dont always spend 3 years of my spare time making the art resources for an old game remake, but when I do, I finish 95% of the work and then never release it.
- 30 Nov 2015, 13:47
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 378786
Re: Shard 0.4/dev
Is anyone working on the ZK config?
- 30 Nov 2015, 12:25
- Forum: Map Creation
- Topic: What makes a good *a map?
- Replies: 48
- Views: 46019
Re: What makes a good *a map?
Downriver v1 mixed in sea with the land to the max and is still hugely queer to play. Safer just to avoid situations where ships happen
- 30 Nov 2015, 11:22
- Forum: Map Creation
- Topic: What makes a good *a map?
- Replies: 48
- Views: 46019
Re: What makes a good *a map?
My 2c on teamgame maps No dimension larger than 16x, and generally one dimension 2-4 smaller so the map is rectanguar. 14x12 can be fine. Symmetry. Think in terms of little battlefields with paths inbetween. Battlefields are big open spaces or contested hills & cliffs. Build roles into the start...
- 27 Nov 2015, 16:03
- Forum: Map Creation
- Topic: Dust,Snow, Water and Fire Devils
- Replies: 24
- Views: 11045
Re: Dust,Snow, Water and Fire Devils
he issue is that even when presented with a somewhat believable map... we never saw another gunmetal. It didn't start anything. it was a lot of work to show that we could and then no one bothered with it again. My 2c, while Gunmetal harbour was attractive it was in no way suitable for games in any ...
- 19 Nov 2015, 16:00
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 378786
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Can someone give me a heads up when this is working again then.
GBCAI must be born
GBCAI must be born
- 18 Nov 2015, 11:40
- Forum: General Discussion
- Topic: ZK lobby server split is a disaster?
- Replies: 125
- Views: 150141
Re: ZK lobby server split is a disaster?
That is a separate issue.
- 18 Nov 2015, 11:34
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 378786
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
A high level breakdown of how eg. the BA shard profile works would be lovely, as that is going to be my start point. My objective is to make a simple but robust AI for ZK that likes to amass groups of medium tanks and flatten things with them. Behaviors I would like to implement below- are these pos...
- 16 Nov 2015, 11:04
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 378786
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
Is there any documentation?
- 12 Nov 2015, 21:14
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 378786
Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey
I'm looking to continue the Shard ZK config, to help spark the growing AI competition there.
Is there any kind of GUI/config editor, like there used to be? Or are we now down to editing the text files?
Cheers!
Is there any kind of GUI/config editor, like there used to be? Or are we now down to editing the text files?
Cheers!
- 02 Sep 2015, 11:48
- Forum: Map Creation
- Topic: Zed 2.2
- Replies: 39
- Views: 16982
Re: Zed 1.5
I would be all for a version without features/trees. As a mapper adding features is perhaps gratifying, but as a player they tend to be detrimental and imo look kinda ugly on most maps that come to mind.
- 04 Mar 2015, 13:59
- Forum: Off Topic Discussion
- Topic: Ta Papercraft
- Replies: 8
- Views: 5184
Re: Ta Papercraft
this is awesome
- 26 Feb 2015, 14:25
- Forum: Balanced Annihilation
- Topic: SNiper is too god
- Replies: 13
- Views: 7177
Re: SNiper is too god
people complaining about snipers gain this perspective by playing games containing far too much of one or more of the following:
DSD
More than 8 Players in game
noobs
Play 4v4 comet catcher and behold, snipers are not op.
DSD
More than 8 Players in game
noobs
Play 4v4 comet catcher and behold, snipers are not op.
- 25 Feb 2015, 14:59
- Forum: Ingame Community
- Topic: DSD or big games discussion
- Replies: 54
- Views: 24348
Re: Whats happening with BA?
I dont know whats happening, when i joined all old people saying that BA is dieing. 8v8 DSD culture is cancer that prevents retention of high level players by turning a fast paced rts into a slow, porcy eco grind that bores them stupid. I think it will kill BA dead eventually unless cauterised, but...