Joined: 10 Mar 2006, 10:24 Location: waiting in line for The Expendables 2
KaiserJ wrote:
also i really have to stress that only noobs wait until they have 10 units before attacking; i would rather your AI played all-out balls-to-the-wall style games.
bear in mind that unless the AI can micro, attacking with small groups is entirely ineffective.
btw, RAI won't build anything but mex in CA, but with my task queue i made for CA, even giving RAI free entire base infrastructure (after i noticed that it was doing nothing but mex up for first 4 min... and was about to be attacked by raiders) (10 labs (and it used them) adv fusion, pylons, defenses(killed the first attack), etc... RAI still lost somehow, because it couldn't fight effectively... )
also i'm improving my taskqueue so it will utilize all factories and arty along with it so it can bust porc too...
with the changes that were made it will work much better now (yay, fight order instead of move order! maybe it'll stop landing bombers in the enemy base now rofl)
also i had set it to attack is groups of 15.
My updated taskqueue also will have the od pylon at start set properly, it now connects all 3 mex usually lol.
also it's interestign and helpful that I am able to chain factories so what is built changes to higher techs (bigger units for CA) like adding in HLT once it gets to the vehicle factory (after bot factory and air factory).
lol
*ramble* *ramble*
Shoot Hard And Reclaim Dem!
(psst, builders need to learn how to reclaim, ATM the map is messy after a bit lol, nano utilization would be good too!)
[ 397] <SkirmishAI: Shard dev (team 3)>: ...ames\Spring\AI\Skirmish\Shard\dev\ai\unithandler.lua:51: attempt to index local 'engineUnit' (a nil value) stack traceback: [C]: ? [C]: ? ...ames\Spring\AI\Skirmish\Shard\dev\ai\unithandler.lua:51: in function 'AIRepresentation' ...ames\Spring\AI\Skirmish\Shard\dev\ai\unithandler.lua:35: in function 'UnitBuilt' C:\games\Spring\AI\Skirmish\Shard\dev\ai\ai.lua:60: in function <C:\games\Spring\AI\Skirmish\Shard\dev\ai\ai.lua:57>
yes, it has a maphack it uses to figure out where to attack which can see cloaked units. It wont make much difference since shards default attack handler is setup to target the map cell with the lowest number of units, and shards routines only use the maphack for the attack group targetting routine
You could include auto-micro widgets from CA into it perhaps. AutoSkirm and AutoRaider. AutoSkirm is for skirmishers, when they have fight command they try to stay at max range from attacked unit.
AutoRaider is for fast raiders, when they have fight command, they approach slow firing enemy using zig-zag movement to avoid bullets. They also used to do circles around enemy but thats now disabled.
Better make it open source. At my university the exact thing has happened as Sinbad has mentioned, the only issue is that the supervisor took ALL of the credit, and presented the work as "his project in total".
Open sourcing and releasing the work, as long as your svn is closed, and all commits are purely yours, should not affect your degree to any extent.
If you are unsure whether that will affect it or not, I recommend to either ask the head of department (as long as he is not your supervisor) or release the work immediately after you get your degree.
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