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by 1v0ry_k1ng
15 Mar 2017, 07:02
Forum: General Discussion
Topic: Best AI for 'Air' only maps ?
Replies: 16
Views: 1704

Re: Best AI for 'Air' only maps ?

If you check out the Zero-K mod, you should find Circuit AI fulfills your needs.
by 1v0ry_k1ng
23 Jun 2016, 17:22
Forum: Balanced Annihilation Reloaded
Topic: Status on BAR + repo links
Replies: 97
Views: 20618

Re: Status on BAR + repo links

are you guys quietly doing an Imperial Winter up in here?
by 1v0ry_k1ng
18 May 2016, 14:57
Forum: Off Topic Discussion
Topic: A bit past my 10 year anniversary
Replies: 10
Views: 3061

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.
by 1v0ry_k1ng
29 Jan 2016, 17:06
Forum: Map Creation
Topic: Zed 2.2
Replies: 39
Views: 4530

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.
by 1v0ry_k1ng
08 Jan 2016, 18:29
Forum: Balanced Annihilation Reloaded
Topic: Status on BAR + repo links
Replies: 97
Views: 20618

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.
by 1v0ry_k1ng
30 Nov 2015, 13:47
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 77196

Re: Shard 0.4/dev

Is anyone working on the ZK config?
by 1v0ry_k1ng
30 Nov 2015, 12:25
Forum: Map Creation
Topic: What makes a good *a map?
Replies: 48
Views: 5751

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 :-)
by 1v0ry_k1ng
30 Nov 2015, 11:22
Forum: Map Creation
Topic: What makes a good *a map?
Replies: 48
Views: 5751

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 pos...
by 1v0ry_k1ng
27 Nov 2015, 16:03
Forum: Map Creation
Topic: Dust,Snow, Water and Fire Devils
Replies: 24
Views: 3127

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 ...
by 1v0ry_k1ng
19 Nov 2015, 16:00
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 77196

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
by 1v0ry_k1ng
18 Nov 2015, 11:40
Forum: General Discussion
Topic: ZK lobby server split is a disaster?
Replies: 125
Views: 14907

Re: ZK lobby server split is a disaster?

That is a separate issue.
by 1v0ry_k1ng
18 Nov 2015, 11:34
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 77196

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...
by 1v0ry_k1ng
16 Nov 2015, 11:04
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 77196

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Is there any documentation?
by 1v0ry_k1ng
12 Nov 2015, 21:14
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 77196

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!
by 1v0ry_k1ng
02 Sep 2015, 11:48
Forum: Map Creation
Topic: Zed 2.2
Replies: 39
Views: 4530

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.
by 1v0ry_k1ng
04 Mar 2015, 13:59
Forum: Off Topic Discussion
Topic: Ta Papercraft
Replies: 8
Views: 1320

Re: Ta Papercraft

this is awesome
by 1v0ry_k1ng
26 Feb 2015, 14:25
Forum: Balanced Annihilation
Topic: SNiper is too god
Replies: 13
Views: 1977

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.
by 1v0ry_k1ng
25 Feb 2015, 14:59
Forum: Ingame Community
Topic: DSD or big games discussion
Replies: 54
Views: 6333

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...

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