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November 5th, 2003, 04:52 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: a new .map to improve AI?
I wont quote an entire post for a short answer. True that by AI I meant the computer player rather than the code. I still think any real fix to the AI whether internal or external is a long way off. At minimum it would be when people have played the full game and had a chance to comment on it.
And I feel that playing with some of the settings requested would bring some points to light.
In any case this thread isnt serving its purpose since no one has responded to the project. This thread should probably be deleted.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 5th, 2003, 04:57 PM
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BANNED USER
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Join Date: Oct 2003
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Re: a new .map to improve AI?
Gandalf, you have my thanks for this map, I have lot of fun with it.
Indeed it is lot harder to play on your map, however it won't solve the problems of the AI.
((I won't play 'normal' games with the demo, it offers no challenge. Your map offers challenge.))
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November 5th, 2003, 06:54 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Thanked 479 Times in 326 Posts
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Re: a new .map to improve AI?
Quote:
Originally posted by Particle:
Gandalf, you have my thanks for this map, I have lot of fun with it.
Indeed it is lot harder to play on your map, however it won't solve the problems of the AI.
((I won't play 'normal' games with the demo, it offers no challenge. Your map offers challenge.))
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Im not sure yet if the "problems" with the AI are problems, except in quick rush games. Giving the AI player certain starting advantages might solve those problems for demo play while not destroying the long-game late-play tactics of the AI.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 5th, 2003, 07:43 PM
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BANNED USER
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Join Date: Jul 2002
Location: Budapest, Hungary
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Re: a new .map to improve AI?
Good map Gandalf. I really love it. Indy str 9 with this map is insane.
[ November 05, 2003, 17:43: Message edited by: Mortifer ]
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November 5th, 2003, 11:15 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: a new .map to improve AI?
Quote:
Originally posted by Mortifer:
Good map Gandalf. I really love it. Indy str 9 with this map is insane.
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Gee and I didnt even get carried away. I have games for Dom 1 called FastStart and BlindLuck http://www.techno-mage.com/~dominion/ and I was actualy working on one called InsaneGame when I shifted to doing that quick little Dom2 thing. Maybe I should Dom2 the insane one. Nahh I should wait for a MapEditor and a full copy of the new MapEdit docs
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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