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Search found 122 matches

by freem
Sun Jul 25, 2021 2:49 pm UTC
Forum: Community Development
Topic: bot improvements mod
Replies: 19
Views: 669

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: 19
Views: 669

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: 93

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: 101

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: 12
Views: 12668

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: 19
Views: 669

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: 19
Views: 669

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: 19
Views: 669

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...
by freem
Fri Jul 16, 2021 5:25 pm UTC
Forum: Community Development
Topic: casual mod
Replies: 3
Views: 93

Re: casual mod

Another problem beginners seem to have is the understanding that building miners too close do cost BPs to a team. Maybe (certainly, actually) the build system is too complex, but maybe the bigger problem there (thinking they're gratis when they're not) could be avoided with a symbolic cost? Or, to h...
by freem
Fri Jul 16, 2021 4:50 pm UTC
Forum: Ideas & Suggestions
Topic: add a mechanism to prevent people change team to destroy base
Replies: 4
Views: 101

add a mechanism to prevent people change team to destroy base

Currently, it's possible for a player to swap team to destroy base, for example, leave humans to destroy alien base from inside. I think the game needs a mechanism to prevent that. "Easy" solution would be a kick vote, or a team-kick vote, but this would have several ways to "workarou...

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