Gundam 1.1 test version - Page 4

Gundam 1.1 test version

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Aun
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Post by Aun »

I had very good results in a 4 way FFA last night, me vs 3 AAIs.

Damn GM and Type 61 swarms. >_<
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smoth
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Post by smoth »

unpossible wrote:goto aidll/globalai/AAI/cfg/help & you'll find Sub's explanations for all the cfg files :wink:
I have been writing php all day. Between that, FF, gundam's model/balance/improvements and my school project I don't have much time to delv into any ai specific stuff.
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Neddie
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Post by Neddie »

smoth wrote:
unpossible wrote:goto aidll/globalai/AAI/cfg/help & you'll find Sub's explanations for all the cfg files :wink:
I have been writing php all day. Between that, FF, gundam's model/balance/improvements and my school project I don't have much time to delv into any ai specific stuff.
If I free up any time, I'll look into it, but I have no experience and little time... so I make no promises.
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smoth
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Post by smoth »

http://cs.selu.edu/~ssmith/suprise/

I uploaded a new test version.

All sigh ranges raised to one and a half times their current values.
T61 gimped a bit
zeon mine and minofsky generator no longer say seig zeon.
zeon commander more deadly now.

there are other things but I forget.

Also the smoke may look weird.. ignore it.
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unpossible
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Post by unpossible »

smoth wrote:
unpossible wrote:goto aidll/globalai/AAI/cfg/help & you'll find Sub's explanations for all the cfg files :wink:
I have been writing php all day. Between that, FF, gundam's model/balance/improvements and my school project I don't have much time to delv into any ai specific stuff.
i'll have a bash at making one then - what're the scout units?
edit (scout units can't attack in AAI)
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smoth
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Post by smoth »

Dish, luggun, hovertruck, zakurecon = scouts
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Neddie
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Post by Neddie »

I've generated a new .cfg for the mod file and am testing it now.
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Neddie
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Post by Neddie »

Alright, it looks okay to me. Uhm... no ability to add an attachment, no easy hosting... Smoth, I'll bump this over to you for distribution.

I didn't raise the Scout speed limit because it seemed to cause the game to have lag issues, and besides, if you already clarify the Scouts per script, why do you need a numeric catch all? Seems logically redundant, and it works better at the moment...
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smoth
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Post by smoth »

you know that on my forum you can attach files... right?
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unpossible
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Post by unpossible »

neddiedrow wrote:Alright, it looks okay to me. Uhm... no ability to add an attachment, no easy hosting... Smoth, I'll bump this over to you for distribution.

I didn't raise the Scout speed limit because it seemed to cause the game to have lag issues, and besides, if you already clarify the Scouts per script, why do you need a numeric catch all? Seems logically redundant, and it works better at the moment...
did you set the energy ratio?
i tried it on about 7 and it seems to work better than 25 or 30 or whatever it was on! much less wastage.
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Neddie
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Post by Neddie »

I didn't set the energy ratio - I tried a higher one earlier and the AI didn't like it at all... but that could have just been a one off chance.

And yes, Smoth, I left these pages immediately to post it there, and never actually saw your message.
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unpossible
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Post by unpossible »

be sure to set the energy ratio low then - gundam doesn't need anywhere near as much energy as AA
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Neddie
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Post by Neddie »

unpossible wrote:be sure to set the energy ratio low then - gundam doesn't need anywhere near as much energy as AA
The AI seems strangely skilled with building up a metal-making economy...
Iceciro
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Post by Iceciro »

Where do I pick up the AAI code for Gundam?
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Neddie
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Post by Neddie »

Iceciro wrote:Where do I pick up the AAI code for Gundam?
http://cs.selu.edu/~ssmith/BB/index.php

Don't use my file, use Unpossible's. He made a more advanced .cfg while I developed from the 0.98 Gundam .cfg - his is a lot smarter.
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