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by Tsumari
26 Jul 2005, 16:54
Forum: Help & Bugs
Topic: LAN game with more than 2 players .. how?
Replies: 21
Views: 3597

Thanks. I managed to get it working last night after I posted but it is still really good to have this script posted for everyone. A LAN server for the battleroom would be nice to help get these games going. LAN play has worked flawlessly so far for my friends, but I have to modify the scripts mysel...
by Tsumari
26 Jul 2005, 00:25
Forum: Help & Bugs
Topic: LAN game with more than 2 players .. how?
Replies: 21
Views: 3597

Can someone upload a link to a script that say places 4 commanders on a map? I've got some LAN players but we dont use the battle room system and I don't want to spend forever trying to get the battle room to work just to get the script. I'd appreciate it!

Tsumari
by Tsumari
11 May 2005, 18:52
Forum: General Discussion
Topic: What can we do about the hosting problem?
Replies: 13
Views: 2093

I can sometimes host as DMZ, sometimes not. I always fail the connection test.
by Tsumari
11 May 2005, 16:20
Forum: AI
Topic: Global AI Interface
Replies: 213
Views: 50267

Both of you should calm down (its just a comercial...) An translating ideas into algorithms is not as hard as it sounds. You just have to use a bit of logical thinking, and make it in a way a computer would understand. you hardly even need to know how to program. then once you know what you want it...
by Tsumari
10 May 2005, 20:59
Forum: AI
Topic: Global AI Interface
Replies: 213
Views: 50267

Ideas are meaningless unless they can be translated into algorithms to be implemented. The second stage is far, far more difficult than the first, which is why I've tended to suggest ideas leaning toward the simple. If you want a super smart AI who understands the map you are going to either need to...
by Tsumari
10 May 2005, 18:49
Forum: AI
Topic: Global AI Interface
Replies: 213
Views: 50267

From both sides of the issue I can understand the problems, however, we want to remain closed source until it's complete, because otherwise someone is going to yell at us about it being buggy if they attempt to implement it before we finish. That's all there is to it. At least when it comes to mine...
by Tsumari
09 May 2005, 23:50
Forum: AI
Topic: Global AI Interface
Replies: 213
Views: 50267

I will not join a closed up project for Spring. If I contribute to Spring it will be in these forums this year, and next year I may take some tasks to code in the Summer. Spring is not mature enough to fork or split tasks into private entities, any of which could fall apart at any given time. Skille...
by Tsumari
05 May 2005, 21:15
Forum: General Discussion
Topic: Spring:Total War
Replies: 43
Views: 8279

probly. I sent an Email to my long time most favoret magasine Pc Gamer (whooooo!). They put TA as the 35th best game of ALL TIME. Its an honer to even be ON the list in the first place, let alone 35 out of fifty. So i hope they get the mail and try out the game PC Gamer's reader poll actually rated...
by Tsumari
05 May 2005, 21:10
Forum: AI
Topic: Global AI Interface
Replies: 213
Views: 50267

Perception is the whole problem, how to get the AI to percieve things. An AI can't "see" the map like we do, and this is the mistake people make when talking about a game AI, they say well let the AI see this, and such and such is easy. That's actually true, but getting the AI to see what ...
by Tsumari
05 May 2005, 18:21
Forum: AI
Topic: Global AI Interface
Replies: 213
Views: 50267

Tsumari hasnt read my threads either. You all fail tor ealise that the map can change now since the terrain is deformable! The AI will quickly find that the map it was programmed for is no longer the map it is playing on. btw, AI posts are a priority for me If you label a section of the map "c...
by Tsumari
05 May 2005, 15:24
Forum: General Discussion
Topic: Should LOS be increased?
Replies: 43
Views: 5297

This is a mod thread more than a spring thread. Remember that spring is different from whatever mod it is running at the time.

Tsumari
by Tsumari
05 May 2005, 11:43
Forum: AI
Topic: Global AI Interface
Replies: 213
Views: 50267

I'm not sure if it would really make it less flexible, it's more like giving it a default to start from. For example, when I load up your map Flooded Desert if I play on the right of the map with an enemy on the left, I know I have a land based chokepoint near the center to defend, with the threat o...
by Tsumari
05 May 2005, 05:13
Forum: AI
Topic: Global AI Interface
Replies: 213
Views: 50267

My current thought is that strategic points on a map can be noted by a mapmaker, with a few catagories such as "defensible pass" "resource rich" etc. An AI dev could create functions to respond to these areas, eg "patrol pass with bombers" "build extra defenses in ...
by Tsumari
04 May 2005, 12:25
Forum: General Discussion
Topic: A suggestion for a more TA like interface...
Replies: 34
Views: 7790

I like the controls. I also have no problem with someone else playing with a left click interface, but unless the SY team already has a left click interface on their to-do, I wouldn't want them to add that work due to this thread. There are other more important things to spend their resources on. Ma...
by Tsumari
04 May 2005, 12:20
Forum: Game Development
Topic: Balance to OTA
Replies: 22
Views: 6374

Use uberhack, it is an excellent mod with untold hours of work put into it. My mind's not yet made up on AA.
by Tsumari
04 May 2005, 12:17
Forum: Off Topic Discussion
Topic: Proof Alantai Firestar isn't such a problem
Replies: 18
Views: 3774

WillRiker wrote:i support Alantai, so quite all, the big man has spoken
quite? C'mon, you can do better than that.
by Tsumari
04 May 2005, 12:13
Forum: Help & Bugs
Topic: "team zero" connection bug
Replies: 8
Views: 2198

Oh, sorry I forgot to add this. In regard to reproducing the bug, throw some people behind a linksys router with DMZ on. If that doesn't cause it, try putting another router between the linksys and the PC, set as a dhcp client. My best guess after the routers would be something about the nforce3 pla...
by Tsumari
04 May 2005, 12:10
Forum: Help & Bugs
Topic: "team zero" connection bug
Replies: 8
Views: 2198

It's cool, this stuff takes time. I've spent 3 to 7 days on dinky school programming assignments before, sometimes spending a whole day on a problem before I realize there is a misspelled word in a far-off function...kill me. If I didn't have a desperate need to learn calculus 1-2 ASAP I would try t...
by Tsumari
04 May 2005, 11:36
Forum: General Discussion
Topic: Wall auto-build feature please?
Replies: 7
Views: 1581

Yet another people asking for something already implemented because he failed to read the readme. Shift+Drag mouse Create a line of buildings Shift+Ctrl+Drag Create an axis aligned line of buildings Shift+Ctrl+Click unit Build a ring of buildings around existing unit Shift+Alt+Drag Build a box of b...
by Tsumari
04 May 2005, 06:33
Forum: General Discussion
Topic: In TA when commander was kill it ended the game ...
Replies: 31
Views: 5371

Commander death ends game takes away my favorite part of the game - the desparate commando op against an enemy who is winning to bring his production down, so you can level the field again =)

That said the option would be cool for commander death: end.

Tsumari

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