Lost Players
Moderator: Moderators
Lost Players
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?
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?
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.
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.
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.
Well I would prefer it wouldn't (except for metal makers).lurker wrote: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 wrote:.take is best
Leave it to player who can handle it .
Although you can still turn everything on in a minute.... Unless things changed while I was gone.
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...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.
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.
An AI wont do nearly as well as a decent player with two econs.
Giving to the enemy is disabled without cheats now, though.manored wrote: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...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.
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.