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Pureon

WFG Retired
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Everything posted by Pureon

  1. All of them can still be played in singleplayer - but AIs don't understand what to do on the Islands RMS, so technically it can only be played properly in multiplayer. The AIs will one day learn how to navigate on water, when they do the 'Multiplayer Only' description can be removed
  2. Only if the AIs really struggle on the map - I tried it yesterday and managed to defeat the AI with the starting force, so didn't notice the pathing problems. We should perhaps also mark all the Naval maps as Multiplayer only, including the 'Islands' RMS. What do you think?
  3. We appreciate all the support and encouragement 0AD gets, it's a great source of motivation for the team
  4. When it sends it's attacking force towards the enemy base, the attacking force defends itself if attacked - what happened before is it would just continue to walk along while all it's troops were being killed until none were left. I tested the latest version - it attacked me very early and then built up a very large infantry force and attacked me from 2 different angles. It also built a fortress in the middle of the map, and used it's expanded areas to build scout towers and economic buildings. Good to see!
  5. ac892006 I agree with you, but I was aiming to showcase qBot's new garrison defense ability, not show everyone how amazing I am at hurling rocks Here's a full singleplayer gameplay video against qBot: (viewed best in )
  6. haha - quantumstate must be teaching qBot his own sneaky tactics, he himself recently rushed feneur after only 30 seconds into a multiplayer game
  7. I recorded a video showcasing qBot's new defense: The guys are still working on AI improvements for Alpha 8 release, but even now the AIs are looking very promising.
  8. Congrats Alexander and Jon. Great to have you both on the team
  9. So will it be possible to move units onto the lower gorge level? I thought the cliffs would be too tall for that, so only the top level would accessible to players.
  10. Error about 25 minutes into game: WARNING: JavaScript warning: simulation/ai/qbot/terrain-analysis.js line 148 variable pos redeclares argument ERROR: JavaScript error: simulation/ai/qbot/military.js line 426 TypeError: attackers is undefined ([object Object],[object Array])@simulation/ai/qbot/military.js:426 ([object Object],[object Object],[object Array])@simulation/ai/qbot/military.js:585 ()@simulation/ai/qbot/qbot.js:101 ([object Object])@simulation/ai/common-api/base.js:92 @:0
  11. Sounds great! qBot will be a beast to defeat once you implement your military improvements. Can't wait!
  12. Good to see Jubot expanding I still find Jubot sometimes sends attack armies to it's allies base, rather than to enemy bases - is it an easy fix to stop that happening?
  13. A few more things I've spotted: Laying foundations in places it cannot build - Neareastern Badland's flat-top cliffs. Trying to gather resources from places it cannot gather - Latium's cliffs that sometimes have resources on them. (The random map should really be fixed to prevent resources on cliffs) When defending it's territory, the defending soldiers walk all the way to the enemy base when enemy soldiers retreat. They shouldn't defend that far out of territory. In the first few minutes, qbot builds horse soldiers that don't do anything until it's time to attack/defend - it could instead build the horses much later and focus only on citizen-soldiers in the first few minutes to help with economy.
  14. Just tested the current qbot - when I attacked the AI's base it garrisoned most of its units into its CC and the one scout tower it had built, however it then didn't appear to ungarrison the units after my army had retreated back to base. Is there a time delay? I tried to use my rush strategy, but that failed because of the garrison attack bonuses - my rush was quickly defeated by the number of arrows flying out of the CC.
  15. Should we not restrict the camera more now that the FOV has increased? On full zoom out much more of the map is visible on the horizon
  16. That's happening because we had to fix the way 0AD was importing prop points. Mythos and I are slowly going through and fixing any prop points now incorrectly positioned within the models.
  17. Interesting read. I'd never have pictured Rome with a thick layer of smog above it.
  18. You should send ranged citizen-soldiers to hunt for wild animals - like in real life.
  19. Watch Mythos_Ruler in multiplayer - he really uses territories to his advantage. I don't think this is necessary for Alpha8, so don't worry about it for now. Great stuff guys
  20. Mostly things you're already working on: Attack Move - a must have - otherwise all the work qbot does building an army is wasted by a well placed fortress (with 10 garrisoned archers). Female citizens should be garrisoned in nearby defensive structures if being attacked - they are defenseless otherwise It should garrison ranged units in defensive structures when attacked. Garrisoned defenses are very powerful The attacks should be less predictable, maybe sometimes the attacking force can divide into smaller groups, like Jubot does, and attack a number of targets. The AI should take more territory mid-late game - and push forward with a fortress or a few forward towers. It should aim to control the map and remove the resources available to enemies. Build a few scout towers when starting on a map that doesn't have defensive scout towers (i think it does this now) Any starting resource treasures (those nearby the CC) should be gathered immediately It could collect treasures throughout the map - these are an instant boost in resources Starting regular cavalry units should aid the early economy by gathering food from chickens/sheep/goats It appears to begin gathering metal and stone at the start, perhaps it should focus on food and wood to build a larger workforce.
  21. Do you think it should be? I'd like to see it released with Alpha 8, although a few things still need to be fixed/added.
  22. I support your response - we can't use A key for Attack, so we won't Yep, the Option key is the Alt key
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