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Search found 124 matches

by freem
Sat Jul 31, 2021 4:57 pm UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 21
Views: 792

Re: bot improvements mod

Actually, no, this should not cause that. This reminds me I need to fix that problem... (completely forgot our talk on that topic)
by freem
Sat Jul 31, 2021 4:54 pm UTC
Forum: Troubleshooting
Topic: Lets discuss Tyrant
Replies: 6
Views: 6852

Re: Lets discuss Tyrant

The easiest is to increase it's mass (nearly double) and make jump as high as a granger. This makes the rant able to jump over turrets, and to destroy nodes in few jumps, without even trying to hit them. That's not a huge change, but I think it's a start (I tried that locally, and yes, it does chang...
by freem
Sun Jul 25, 2021 2:49 pm UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 21
Views: 792

Re: bot improvements mod

new version, 0.52.1+9, this is just a bugfix. Hopefully the skill randomisation works correctly, now.
by freem
Sat Jul 24, 2021 5:59 pm UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 21
Views: 792

Re: bot improvements mod

new version, 0.52.1+8, which brings various changes related to skill, but the most notable feature is that bots have various skills, and that their level in those is randomly distributed. There are 3 (temporary) "skills": aiming, aggressiveness and moving. The normal "level" is m...
by freem
Thu Jul 22, 2021 1:28 am UTC
Forum: Community Development
Topic: casual mod
Replies: 3
Views: 116

Re: casual mod

And if its just changing values then just trying it out is quicker then long discussions. :grin: I mostly ask for some quick thoughts on those points, really. And also because I have no idea how to make bases more balanced, so that it's not "the campy humans" vs "the rusher aliens&qu...
by freem
Thu Jul 22, 2021 1:03 am UTC
Forum: Ideas & Suggestions
Topic: add a mechanism to prevent people change team to destroy base
Replies: 4
Views: 143

Re: add a mechanism to prevent people change team to destroy base

Griefing is hard to solve with gamplay elements. A player could also just deconstruct all buildings. Yes, of course, but it's less damages still: one can't unbuild last node nor main building (but could move them in obviously bad place). And unconstruct does not makes the team loose BPs. Well, than...
by freem
Thu Jul 22, 2021 12:58 am UTC
Forum: Community
Topic: Reviving scheduled games, let's play with real players
Replies: 13
Views: 12827

Re: Reviving scheduled games, let's play with real players

Yes, but the poll should be reset IMO
by freem
Thu Jul 22, 2021 12:47 am UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 21
Views: 792

Re: bot improvements mod

New release: 0.52.1+7. Brings: ⋅  Have bots evolve even at low health: limitation is based on healScore < 0.5, which depends on the skill. ⋅  Have bots do fast retreat at high skill only. (no fast retreat below skill 5) There's also quite the code and git history cleanup in it, b...
by freem
Wed Jul 21, 2021 11:03 pm UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 21
Views: 792

Re: bot improvements mod

Btw, here are current results, the only changes were artificial connections in navmesh, and as you can see, this results in a huge difference on yocto. The changes were only about creating links that should have been made by the current daemonmap, so this is really about working around serious bugs:...
by freem
Wed Jul 21, 2021 10:50 pm UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 21
Views: 792

Re: bot improvements mod

So, I now host 2 other instances, with different skill levels: 3 and 5. I'll let them play for a while and see if I can get some stats there, too. I'll probably need to spy bots on them too, especially for skill level 3. [*] You should check that when, say, an human is hurt, they add the enemy to th...

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