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marsha

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  1. American Conquest has a good moral system. Also most units die from one bullet or two depending on the armor/hp. Arrows do a bit less damage but can take down a unit with one arrow. But the problem is in AC you could have up to 16000 units but mostly 2000 for each player. In 0AD 100 units are more common so taking out one unit with one arrow isn't really good. Off topic: I really wish a new game like AC would come out.
  2. If I play a Spring game I start it in window mode and switch to fullscreen with my window manager, KDE4: Alt+F3 and select fullscreen. An external lobby is kinda nice but it shouldn't look and feel like the Spring-engine lobbies. They look like applications not games with a chat system. I developed a bit for a few of them besides using them. The network protocol is old school, unencrypted text stream like: "LOGIN NAME PASSWORD....\n" Not secure and easy to extend but simple to implement. For external lobby looking at supreme commander or steam is much better. I also commented on the game lobby for 0AD in IRC. I think it should contain features like chat, clan and matchmaking with a score/statistic system. I would be willing to help developing a lobby server.
  3. I can tune the TestBotAI to play better. I have a working AI which beats the TestBotAI (exception: on some maps bug #740 stops the expansion of the AI). It scales better: Determines the distance between resource and dropsides (at the moment doesn't work 100% correct). Builds houses on need. Builds barrack(s). Uses starting units. Reassigns idle attacking units. I am rewriting my AI at the moment. It will use an agent-system and will not relay on static settings like template names, squad attack size.
  4. Hello, I am currently trying out the AI system. It is really easy compared to the AI system of Spring. You can write 200 lines of code and your AI can already harvest resources and train workers. But without the TestBot I would have had a hard time to get the right functions to get the AI to do what I want. I like the idea of an AI event system it makes it easier to respond to game environment events and as you wrote the AI can also continue it's work in the middle of a game (save games, reload AI scripts save). So, are there any progress on the AI event system idea?
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