Search found 30 matches
- 02 Oct 2006, 02:45
- Forum: Game Development
- Topic: A wee daft zombie mod
- Replies: 95
- Views: 11044
I'm thinking about this and I'm thinking it might be better to not use the 'AI' player to control 'helpless survivors' and instead make them a nessassary function of the humans. IE- humans can build fortifications, run down structures, AND 'helpless civilians'- building stuff costs metal, shooting c...
- 04 Sep 2006, 06:41
- Forum: AI
- Topic: AI possibility
- Replies: 6
- Views: 1751
If you can take on two KAIs that are on the same team and have a 100 handycap in either XTA or AA on a flat map like mars or comet catchers, I applaud your ability; because that is by no means easy. I use KAI because it is the current killer AI at the moment, but most of the aIs play very well right...
- 15 Jul 2006, 04:46
- Forum: AI
- Topic: Epic Think Tank
- Replies: 16
- Views: 2309
- 20 Mar 2006, 04:13
- Forum: AI
- Topic: Stance on GroupAI's
- Replies: 13
- Views: 2072
I think that a scouting AI that simply traces a bar pattern all the way across the map at it's visual range would be good, simply reducing the ammount of micromannagement required without actually issuing anything approaching an inteligent command: IE. >>>>>>>>>>>>>>>| | |<<<<<<<<<<<<<<| | |>>>>>>>>...
- 04 Jan 2006, 22:14
- Forum: General Discussion
- Topic: I hate to spam the forum with requests but...
- Replies: 31
- Views: 4128
actually I could see a 'medium trajectory' being a useful fucntion; right now weapons on low tradjectory aim using an angle of incident between 0 and 45 degrees- which is good for hitting a moving target, because the projectile spends the least time in the air, but poor for firing over terrain, or ...
- 26 Dec 2005, 00:39
- Forum: General Discussion
- Topic: About Group Ais
- Replies: 48
- Views: 6179
I think a group AI that allows you to define complex formation behavior would be good; Example: Penetrators can fire over a bulldog- a group AI should exist which when properly put together by the user will cause a penetrator to 'hide' behind the nearest bulldog (behind being with respect of where t...
- 21 Dec 2005, 22:26
- Forum: General Discussion
- Topic: I hate to spam the forum with requests but...
- Replies: 31
- Views: 4128
actually I could see a 'medium trajectory' being a useful fucntion; right now weapons on low tradjectory aim using an angle of incident between 0 and 45 degrees- which is good for hitting a moving target, because the projectile spends the least time in the air, but poor for firing over terrain, or f...
- 01 Dec 2005, 20:30
- Forum: General Discussion
- Topic: Wreckage
- Replies: 52
- Views: 13045
This is copied from my own post in the 'fps gimick' thread, since were now on the same topic: Assumptions about 'active nanomachines' making up vehicles and being opperational: That assumes that the nanomachines used in TA are 'room temprature' nanomachines that can remain active and exposed to the ...
- 28 Nov 2005, 18:05
- Forum: General Discussion
- Topic: Regarding the FPS "gimmick"
- Replies: 92
- Views: 13171
Alantai assumptions about borg-like nanomachines: That assumes that the nanomachines used in TA are 'room temprature' nanomachines that can remain active and exposed to the air without some sort of stablizing method. Being that it takes a lot of energy to nanolathe a unit this seems unlikely. More l...
- 28 Nov 2005, 17:39
- Forum: Ingame Community
- Topic: Player badlist
- Replies: 54
- Views: 14438
Maelstrom: Ability to change host would be excelent, sore loosers aside, I don't think anyone would neglect to change host before leaving. Swiftspear: Since there should be no lack of games hosted now that .67 dosen't require firewall configurations, I may just do that (That being refraining from ho...
- 26 Nov 2005, 00:11
- Forum: General Discussion
- Topic: Potential copyright infringement with TA Spring M&S
- Replies: 13
- Views: 2006
- 25 Nov 2005, 09:14
- Forum: Ingame Community
- Topic: Player badlist
- Replies: 54
- Views: 14438
See my problem with the generalised statement 'if your hosting and die its your job to hang in there until everyone else is done or else your lame' is- if your not hosting, and you die, you can quit, join another game, and keep having fun. I mean your hosting the game to play a game, not to keep oth...
- 23 Oct 2005, 09:51
- Forum: General Discussion
- Topic: XTA Balance!
- Replies: 143
- Views: 16848
By the same token however, you could use res-bots to further an advance and make it more sucessful; instead of having to have con bots/planes/vehicles dancing between heavy fire in the front lines to repair dammaged but not dead units, farks can follow along the back lines and resurect fallen units/...
- 19 Oct 2005, 05:14
- Forum: General Discussion
- Topic: A nemises for the Krogath?
- Replies: 108
- Views: 14837
so... something that's got the same concept as the spy in Stratego? Heheh, glad I'm not the only one who thought of The Spy. Personally, I think a bomber would be better as a bomber has better penetration ability than a spy - after all, part of the problem is players who use a Krog for defense - it...
- 18 Oct 2005, 22:01
- Forum: General Discussion
- Topic: A nemises for the Krogath?
- Replies: 108
- Views: 14837
you know I keep reading this and thinking about it; and I think I've got the unit that should be made in mind but that's only IF a new unit should be made (My opinion is still undecided about if a new unit is required; in some maps korgoth is almost painfully easy to stop even in large numbers, in o...
- 15 Oct 2005, 23:37
- Forum: General Discussion
- Topic: Super Real Time Strategy No-Dice World Domination
- Replies: 14
- Views: 2229
- 10 Oct 2005, 06:18
- Forum: Game Development
- Topic: 3rd Party Unit Uploads
- Replies: 11
- Views: 2238
see when I first looked at this idea I was thinking of the Plasma Repulsor, which is a very cool, and arguabally balanced unit; and thought 'hey that's a GREAT idea'. Then I looked at everyones posts about uber units running around, and units that completely break the balance of the game, or 'hidden...
- 10 Oct 2005, 05:52
- Forum: AI
- Topic: JCAI source on spring CVS
- Replies: 80
- Views: 17356
This is great news. Including a working AI in the default distrobution will only serve to help new players get used to the system, and/or allow others to try different stratagies/mods. Will this be like your last AI in that it gets it's behavior from a rather easily interpreted and edited text file ...
- 09 Oct 2005, 10:21
- Forum: General Discussion
- Topic: XTA Balance!
- Replies: 143
- Views: 16848
Vulcans/buzzsaws have there place- in a highly defencive map like metal isles the Vulcan/buzzsaw will inevitabally become a primary siege weapon of the victor, and a constant base defence smashing annoyance to the eventual looser. When/If the SYs decide the include the ability to dynamically alter t...
- 07 Oct 2005, 13:26
- Forum: General Discussion
- Topic: What this game needs??
- Replies: 41
- Views: 7264
Builder/specialty unit alterable terrain I want to build real physical walls, and then mount cannons on them, I want to dig a moat around my base and fill it with warlords; and I want to do it with a command function/build option instead of going bezerk with a mine layer and comming back ~15 minutes...