I would normally play better, but I had capped fraps fps to 15, I didn't realize that capping frps fps also caps my real fps. Loloops. So playing at 15 fps was kinda hard at times ;p
Here it is in all it's 1080p glory

http://youtu.be/MCeJeCuM4N8
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Isn't that more a problem of the AI not prioritising resources appropriately?Forboding Angel wrote:That reminds me though, I think I need to impose a limit upon how many buildings shard is allowed to build. I have recently capped (by default, of course it can be raised by a host) unit limit to 250 units per player, and in a long game, shard could conceivably hit that with just buildings.
knorke wrote:video did not tell me anything about how the AI is now different.
Why do you not just write what you tweaked and then show it changed the AI's behaviour?
I think for AI videos a "dotwar" is more suitable to see its tactics etc.
Shard attacks the player at the weakest point, or at least the point on the grid that is occupied but has the fewest units present. I cannot speak for any modifications Forb may have made, and the attacking system was built to be extensible, not undefeatable.1v0ry_k1ng wrote:NTAIs attack system was lamentablefrom what I can see from this video Shard seems to be continuing this legacy of the 'attack the player at his strongest point'
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You must be joking... It attacked me at my weakest point, very early on. If it was anyone else playing (besides a few people like google waldo, or cucumber), they would have lost. It was pure luck on my part that me EMPs worked as well as they did and that I was able to get that turret up in time. In fact, at that point I was sure I had lost. When it comes right down to it, that attack did cost me the game, even tho it didn't kill me. Shard expands very aggressively, and if you get bogged down like I did you can pretty well say goodnight.1v0ry_k1ng wrote:NTAIs attack system was lamentablefrom what I can see from this video Shard seems to be continuing this legacy of the 'attack the player at his strongest point'