Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Is this broken for both random and custom maps? I can confirm for custom maps.
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Try this with other maps too. Teams seem screwed up. My solution at the moment would be to just remove the teams.
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Explain.
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Definitely, like at Gaugamela and Alesia.
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Jubot: A Marginally Improved Ai
Mythos_Ruler replied to Jubalbarca's topic in Game Development & Technical Discussion
That's probably okay for now. I think though that it gives the AI an economic disadvantage right off the bat. -
Jubot: A Marginally Improved Ai
Mythos_Ruler replied to Jubalbarca's topic in Game Development & Technical Discussion
Is it possible to make the AI know how to use starting units? Or is it already doing that and I havent noticed. Maybe I'll watch what it does with the fog off. -
Well, Micro is good to an extent. Don't want the game to be frustrating though! If we were to ever do something like this, and I'm not saying we will, we'd probably make it a special building-type of thing, where you can only build maybe 1 patch of traps at a time, in crucial places. That way if a formation of enemies falls into it, then that's it. There's not much micro to it. Maybe half the formation manages to walk through the patch and the other half fall into their own little pits of death. lol. I think to the owning player the patch of traps would look like a small area covered with straw. To the enemy they can't see it at all. Then the traps are sprung as the enemy troops fall into it and it is apparent to both. I would make heroes immune to them (they walk right over them, but their less "elite" comrades aren't so nimble).
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Not bad suggestions, but I'd rather units focus on capturing buildings instead, which will be a pretty integral feature of the game once it's implemented.
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Jubot: A Marginally Improved Ai
Mythos_Ruler replied to Jubalbarca's topic in Game Development & Technical Discussion
Since the release is coming up, I think 1 priority would be to get rid of those error messages at the start of a match. -
I think the team agrees to these notions. It's just a matter of having someone to work on that particular feature. Eventually meat units (soldiers, cavalry) won't attack buildings at all--they'll try to capture them instead and will auto-target only enemy units. Likewise, siege engines will auto-acquire buildings instead of other units (unless tasked to do so, of course). Siege Rams shouldn't attack units at all (except maybe enemy siege engines), and should focus solely on buildings.
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Moats and spikes and stuff would be cool, but they'd have to cover a small area so they'd be effective against 100+ units storming your territory (maybe snaring a dozen or so of the enemy). I'd do that rather than individual traps. Have to make it worth the micro.
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The way it is now keeps the player informed of which units are what.
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Unit And Building Names
Mythos_Ruler replied to Davarish's topic in Game Development & Technical Discussion
The benefit of the ethnic names is that it simplifies localization slightly. But we'll see how it shakes out. -
Jubot: A Marginally Improved Ai
Mythos_Ruler replied to Jubalbarca's topic in Game Development & Technical Discussion
LOL< from what I hear, your friend wasn't the only one. -
Your English is good. Yeah, I agree that there needs to be some kind of time-lag between going from gatherer back to soldier. This is needed in order to keep raiding effective. Perhaps citizens have 0 armor when in gathering-mode as well.
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Unit And Building Names
Mythos_Ruler replied to Davarish's topic in Game Development & Technical Discussion
Units are also called by their generic names in the tooltips. -
That sounds like a bit too much of micro. However, what if citizens couldn't go back to being soldiers until they drop off their resource load? That could be largely automatic if they are attacked, they would automatically head to the nearest dropsite and deposit their resources before then turning back into soldiers.
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Jubot: A Marginally Improved Ai
Mythos_Ruler replied to Jubalbarca's topic in Game Development & Technical Discussion
The AIs don't seem to understand teams. In a game where teams are enabled the enemy AIs don't attack my units unless they themselves are attacked. Also, the starting units don't do anything. They just stand there. -
Jubot: A Marginally Improved Ai
Mythos_Ruler replied to Jubalbarca's topic in Game Development & Technical Discussion
A few things: 1. Awesome work so far. I enjoyed the multi-proned attacks and things like that. 2. Citizen-soldiers need to gather too, not just the females. They should gather when they are waiting to attack. Maybe have 75% of them gather, while 25% of them stand guard at various spots around the town. Then they can mass for different sized attacks. Right now the citizen-soldiers tend to cluster around the Civic Centre and sit there. 3. The AI seems like it can only train 3 units at once. It should be 1 at a time at first, then switch to multiple of 5 (5, 10, 15, etc.) after maybe the 10 minute mark. 4. Go ahead and have the AI build multiple Barracks. There will eventually be a per-territory limit on the number of Barracks, but for now we have no such limits (or territories at all yet, really). Same goes for Fortresses. With the citizen-soldiers gathering resources the AI player should have enough resources to do this. 5. After building its first Fortress, the AI should switch to using Super Units for attacks, supported by some ranged citizen-soldiers. 6. The AI needs to start using the Mill (mining camp/lumber camp) and Farmstead (granary). Sometimes units will walk all the way across the map to a gold mine and shuttle resources all the way back. 7. It looks like the AI is constructing all of its buildings in a checkerboard grid pattern, even farm fields and houses. The houses should ideally be clustered together in groups (with just enough room to walk between them) and usually on the side of the town opposite from the enemy (usually on the side facing the map edge). Farm fields should be clustered around either the Civic Centre or Farmstead. 8. I know you know all this already. Just wanted to write down my thoughts as I played it. -
Confirmed. Also happens if I have Fraps open on the desktop.
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Random Maps!
Mythos_Ruler replied to historic_bruno's topic in Game Development & Technical Discussion
Right. And we don't have AOK's tree-smashing siege engines either, so an AOK-style Black Forest would be bothersome. However, I do believe we have a BF-style map spec'd, the Temperate map 3.2.2. Ardennes Forest. -
Iberians For Alpha V
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Yeah, I'm thinking the walls need redone again anyway. -
Random Maps!
Mythos_Ruler replied to historic_bruno's topic in Game Development & Technical Discussion
May I suggest switching to developing a Desert biome map, like Median Oasis, instead of Cantabrian Highlands? The Cantabrian map will use Temperate biome assets (terrains, etc.) and you'll be forced to change a bunch of things later. The Desert Biome is pretty much complete (except for maybe another tree species or two). If you're okay with trying to make a Median Oasis map, just emulate the custom scenario already in the game -- Median Oasis. It is pretty balanced. -
Jubot: A Marginally Improved Ai
Mythos_Ruler replied to Jubalbarca's topic in Game Development & Technical Discussion
Yes, plox.