infyquest
-
Posts
68 -
Joined
-
Last visited
Posts posted by infyquest
-
-
I will be working on qbot in the next year.
This will be a hectic month for me, work, work and moar work
-
currently we are targeting all the conquest critical buildings first
like CC, fortress, towers (not so sure),........
attack and destroy the nearest defensive building or CC or important building, then go for the rest.
deplete the defenses, then military buildings and CC to last
-
I have code snippet to sort the targets based on distance to the attack troops
the code change is below:
In the after the line 55 in attackMoveToCC.js, add the following lines
//Sort targets based on distance
targets = targets.toEntityArray().sort(function(a, {
var pos = pending.getCentrePosition();
return (VectorDistance(a.position(),pos)-VectorDistance(b.position(),pos));});I have tested the code long back, please you also test this and commit
-
I see a bug in the new module.
Sometimes the qbot|s army becomes stuck or idle
thez are not assigned to attac or gather
-
AI-Amsterdam hasn't logged in since July 21, 2011. So I'm pretty sure the project is dead. However...
hmmmm... I have made it start with the latest source code.
It has some glaring bugs, which have to be fixed
-
garrisoning support might fix the shortcomings in end-game
-
Any more updates on this...
I will test this one this week end and some modifications on it so it fits in well and directly work with out changing common api
-
currently the territories support is not yet there in it completely.
Hence this issue comes up.
Trying to find a good way to implement the territories support in qbot
-
Or A dotted line (line with dots) its like in the sample images you have attached in the few posts earlier.
Thats also good instead of mixing line styles.
in minimap too show the same.
-
wow nice, can we have this as new start up screen.
Iwould love to see looping start up screens
-
I know the documentation is a problem here, just jump into IRC.
The people there are quite helpful.
-
I have some working sent to quantum to be included in the qbot
If you have any other cool ideas to be implemented let us know.
-
I also want to have this patch included in the linux build, http://trac.wildfiregames.com/ticket/990
This one makes you to use the distro's libmozjs185 (js-devel package needed for building)
-
I want the rings with 12px one, since i play completely zoomed out in windowed mode.
It looks bad, so i want new rings
-
well comparision of AI's are all mainly dependent on maps.
I prefer qBot more
-
I am trying to make rusher from qbot. Its bit hard because I can't code a single line of javascript But I will try changing the way how qbot does things.
Some progress. Attacks in under 4 minutes on random latium map while original qbot takes 9-12 minutes for first attack. If tested on Oasis II attack times are quite the same 7-9mins for both.
if you post the code somewhere, we all can try to improve qBot's code
-
I like the rally point to be dashed line with in the territory and a solid line outside own territory.
Also it would be better they shown in miimap too.
qBot (yet another AI)
in Game Development & Technical Discussion
Posted
Playteseted the new Code, too many Forts are being placed.
There is a build limit for Forts, Instead a scout tower needs to be placed,
If only the spot is near a verz important attack route then place the fort.
I will check other scenarios when I have time