Lost Players

Lost Players

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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mauritis
Posts: 12
Joined: 21 Aug 2007, 17:54

Lost Players

Post by mauritis »

Usually, during the battle, when a player (o more) leave or the connection is lost, the game is compromised, the teams have to re-organize the work and the strategy.

Is possible to avoid this using the AI?

I mean, when somebody go away, he can choose to give everything to another player or let the AI to continue.

When the connection is lost, the AI enter automatically and sobstitute the player.

The host, in the lobby, can choose which AI use if somebody leave the game.

What do you think about?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

or just give it to a gaia player that way it can just be... until we kill it...
pktm
Posts: 57
Joined: 05 Aug 2006, 15:49

Post by pktm »

If we implement that, it may be usefull to keep the old bahavior (.take) as alternative. Maybe a dialog would be nice, where all teamplayers could vote to take or to give it to an ai.
Tf there is no team, just give it to the ai.
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

Taking over a half built base is a pretty difficult task for an AI. I know the Starcraft and WC2 AI's didn't handle it very well. Are any of our AI's up to it? Possibly. Are any of them up to it for an arbitrary mod? If so, I'm impressed. But I doubt it.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Players can easily handle it.

The rason they dotn is because in their mind si a commentary tellign them they cant handle it, so they see it as mroe complicated than ti really is.

And tbh there base would get to that size anyway wether they used .take or if they built it themselves. You dont see people who build big bases complaining their too big and asking for a restart do you?

Many a tiem I've seen an ally in a 2v2 take their allies base with .take and win a 1v2. Ive done it myself.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

The main reason it was nasty traditionally was the bugs in the share-system. Stuff like "factory is full of hundreds of orders that I have to manually clear before it can start building again". The whole "stop all units on share" thing that stemmed from the simple misfeature of allowing players to give units to enemies, and made receiving a fully-built base a huge pain since you had a LOT of work to get it up and running.
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Post by pintle »

.taking is a godsend imo.

Focus the whole economy on what you were going as one player, and get the second commander to the front as he is pretty much disposable.
Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

.take is best

Leave it to player who can handle it :P.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Post by lurker »

Hellspawn wrote:.take is best

Leave it to player who can handle it .
Does that mean you like it that the whole base collapses not when the player drops out, but when a .take is issued? Even the mexes turn off...
Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

lurker wrote:
Hellspawn wrote:.take is best

Leave it to player who can handle it .
Does that mean you like it that the whole base collapses not when the player drops out, but when a .take is issued? Even the mexes turn off...
Well I would prefer it wouldn't (except for metal makers).

Although you can still turn everything on in a minute.... Unless things changed while I was gone.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

The AI sucks too badly to take someone's place in a team game...

Personnaly I hate taking. I am perfectionist in some aspects (strategy games are one of then), and so my base grows the whole game under a preset organization, and I dont know how to handle bases that growed in a diferent way... :)
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Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Post by Lolsquad_Steven »

):'(|)
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

i love it when players leave cause i can jack all their sweet sweet econ
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

hunterw wrote:i love it when players leave cause i can jack all their sweet sweet econ
Or all their nanostall. :wink:
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Post by YokoZar »

Things should not switch on or off when taken.

However, helper AIs should be removed when they're not present, to prevent a crash.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

YokoZar wrote:Things should not switch on or off when taken.

However, helper AIs should be removed when they're not present, to prevent a crash.
They do to keep you from giving it to enemy and gain some sort of advantage with it. For example: before there was mm lua, if things didnt turned off you could give loads of mm to the enemy winhout he noticing and then attack him during the e stall...
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

I love it when people drop. Two economies for the win. If i really have troubles, i just turn all their production off (So i dont have to deal with their crappy base design- maybe even reclaim their facs), porc their side and push on my side. Its usually enough to win.

An AI wont do nearly as well as a decent player with two econs.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Post by YokoZar »

manored wrote:
YokoZar wrote:Things should not switch on or off when taken.

However, helper AIs should be removed when they're not present, to prevent a crash.
They do to keep you from giving it to enemy and gain some sort of advantage with it. For example: before there was mm lua, if things didnt turned off you could give loads of mm to the enemy winhout he noticing and then attack him during the e stall...
Giving to the enemy is disabled without cheats now, though.

Although, for some reason the "give all" menu command when you hit escape still works.

Regardless, giving to an ally shouldn't turn it off. And taking especially shouldn't turn it off.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

YokoZar wrote:Regardless, giving to an ally shouldn't turn it off. And taking especially shouldn't turn it off.
True :)
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