Re: Auto Swarm
Posted: 08 May 2009, 23:46
Yes, use KP instead! So that I already have my Lua AI done.Argh wrote:And I don't think NanoBlobs is a good mod to test this concept with
Yes, use KP instead! So that I already have my Lua AI done.Argh wrote:And I don't think NanoBlobs is a good mod to test this concept with
You can change the mod file to make (for example) the LolUI widget do auto swarm (but still be called LolUI so it is on the whitelist) and change unitsync so it sends the same checksum (but it would require a lot of work).neddiedrow wrote:You simply use a white-list of permitted scripts.
I was for some time the only real dissenting voice on automation in CA, I still believe that it reduces the depth of play and creates a form of dependence upon the widgets among many users - a dependence which is actually favorable for sustaining an exclusive CA playerbase. However, we can still do it better than the widget can. Yes, I'm in agreement with your desires Wisse but until a widget can do it better than I can I'm not going to exert myself in full protest. I can be right without beating somebody over it.
You're still working at a tactical level, Rei, you just have a task-automator. There are no real time models of strategy, to be honest. Google, SC is so dependent on micro because it is overplayed and in design quite simple - to differentiate play people had to break it down into manual task oversight, and by some unfortunate twist of fate this became prevalent.
Respect one another, or do not speak.
Not a chance in the mod archive but people are free to just use it in /widgets/ imokburts wrote:any chance this could come out for BA?
it'd be quite nice!
It should work fine with BA. Most of the unit names are the same but you might want to change some.kburts wrote:any chance this could come out for BA?
it'd be quite nice!
You must be using verion 1.0. Version 1.1 has an array of units that are swarmed(swarmiees).I suggest disabling it's effects to work on any kind of non damaging unit.