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Title: darloth3's vs AI
Host: GBrankdarloth3
Game version: Zero-K v1.5.8.3
Engine version: 103.0.1-1285-gd322668
Started: 31 days ago
Duration: 51 minutes
Players: 4
Bots: True
Mission: False
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Team 2

AI: Normal (2) <CircuitAINormal32>
AI: Hard (1) <CircuitAIHard64>
AI: Normal (1) <CircuitAINormal32>
AI: Hard (2) <CircuitAIHard64>

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AUrankAdminGoogleFrog
30 days ago
Circuit AI took a long time to get ships and never made antinuke. Also it should use sea striders on sea maps like this.
+0 / -0



GBrank[GBC]1v0ry_k1ng
29 days ago
Playing on an islands map, which every AI in every game ever barely supports, against low difficulty AIs is not supposed to be any kind of challenge.

Atm only brutal makes anti
+0 / -0


DErankAdminmojjj
29 days ago
32 and 64 bit versions in one game? that worked?
+0 / -0



EErankAdminAnarchid
29 days ago
quote:
32 and 64 bit versions in one game? that worked?

32-bit guy adds a Circuit, 64-bit guy adds a Circuit.
+0 / -0


DErankAdminmojjj
29 days ago
jajaja. but then i misunderstood how the simulation of AI works. so is it then, that the 'adder' cpu/java runs all units and sends its commands only to all other participating players?
+0 / -0



CHrankAdminDeinFreund
29 days ago
DErankAdminmojjj Unsynced AIs run unsynced. Synced AIs run synced.

I.e. CAI runs as a part of the game itself and is thus giving commands on every player's computer. Architectural differences are virtualized away by the Spring engine.

CircuitAI/ZKGBAI/CSI run on the hoster's PC. They need to conform to the hoster's architecture. They act like another player whose commands are broadcast to everyone else.


+1 / -0