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Showing content with the highest reputation on 2025-10-06 in all areas

  1. We could also have Shrines, that work like Relics but are unmovable (and have their own territory root). Some of them should be revealed at start, others would need exploration to be found. They'd need to be apart from each other and far from players' starting positions. If they take long enough to be captured, that would allow for more interesting tactics than just surprise attacks... Another thing we could do with Relics is to forbid them to move too close to another Relic (like, minimum distance would be half a starting territory away). That way the player that gets more of them has to spread them, allowing for enemy raids to try to capture them.
    2 points
  2. Estou de volta com novidades! Peço desculpas pela minha ausência, mas estou animado para compartilhar o que vem por aí no meu mod World Rising! Estamos lançando o Mercado Rudimentar! Agora você pode criar barracas de mercado dentro do território do mercado e gerar recursos passivamente. Fique ligado, pois mais novidades virão em breve! Por enquanto, aqui estão algumas imagens para você aproveitar.
    2 points
  3. ...and thank you for everything. The time has come to pursue some other things, which are more important than hanging out here all the time. I have IRL stuff that will need attention, and simply can't afford to procrastinate on them. I'd like to express my gratitude to you for making this game. Also, thanks go to all good people who shared advice and interesting things on this forum. I would like to think that I was a part of it, however small. From now on, I will be just another player in the shadows. Looking forward to the next release. Here's to many more to come! Thank you Wildfire Games.
    1 point
  4. Here is a sneak-peek at what I am currently working on: the Kokiri. Basically, for those of you who don't know Zelda, the Kokiri are a group of children who fled into the forest to escape the wars raging across the land. There, they became under the protection of the Great Deku Tree, which is a giant, sentient tree with magical powers. Under his power, they never grow old, remaining eternally care-free and happy. However, if they were to leave the forest, and so also leave the Great Deku Tree's sphere of influence, they would begin to age once again. At the moment I only have a few units, their houses, and their civic center done, so no release yet, but check out these picks:
    1 point
  5. There is no easy way to utilize it. You'd have to write a lot of dynamic and flexible logic that will account for various scenarios. You first need to periodically send an unit to scout, this is an easy part. Now you need to account for what that scout saw, if anything. If he saw that you have a lot of civilians and few Citizen Soldiers, it may opt for a rush, for example. If he saw a tower and not much else, the AI should opt for a more defensive, booming strategy. Then you need a general build order (what we have now) to account for no adequate scouting info. If you did all this, then you have to write a dynamic strategy shifting based on info from further scouting as the match goes on. People have spent years perfecting AI strategies in some of the more popular RTSs, like Brood War. These AIs can play on levels far above the average player. And this is for a tactical RTS with 2 resources, 3 races and 11-13 units per race. Imagine what kind of code you'd need to account for all civs and units that we have.
    1 point
  6. "Non-cheating" here implies that the AI doesn't get gather rate bonus. "All seeing" is a cheat, but it is a technical trade off for not having to give the AI complex scouting logic. I don't care if the AI sees everything, but I do care if it gets significant resource advantage.
    1 point
  7. Since back then (AOE2) I liked one ally and four enemies. Makes every game different. And teaming the enemies up boosts the difficulty. Did you somewhere establish what "non-cheating" is? I consider "all seeing" cheating, so... (Not complaining, just saying.)
    1 point
  8. I partially agree, but you don't have to attack the fortified positions to be ahead. In fact, you should ignore the buildings and go after the enemy's gatherers. In multiplayer games, people will resign once they see you are far ahead. This is possible even in P1.
    1 point
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