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CSI Teams/Coop AI

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Date Editor Before After
10/3/2016 11:25:34 AMEErankAdminAnarchid before revert after revert
Before After
1 Much less effort put into operating in a dense environment 1 Much less effort put into operating in a dense environment
2 No adjusting economy to include allies 2 No adjusting economy to include allies
3 No specific larger-teams routines (like handling multiple plops, fighter screens, or cross-factory tricks like valk skuttles) 3 No specific larger-teams routines (like handling multiple plops, fighter screens, or cross-factory tricks like valk skuttles)
4 No accounting for allied buildings and units ( which requires polling because the interface does not send ally unitfinished events) 4 No accounting for allied buildings and units ( which requires polling because the interface does not send ally unitfinished events; CSI also doesn't do that either, but it dissolves the problem by merging)
5 No coordination mechanisms (CSI merges all but one instance, Circuit merges spatially close instances) 5 No coordination mechanisms (CSI merges all but one instance, Circuit merges spatially close instances)
6 \n 6 \n
7 Perhaps having KGB collapse into a single player like CSI does would result in a pretty terrifying amount of brutality in the early game, but really big games make things like competent and coordinated air almost mandatory, so it would still be an "aggro deck" AI in current state. 7 Perhaps having KGB collapse into a single player like CSI does would result in a pretty terrifying amount of brutality in the early game, but really big games make things like competent and coordinated air almost mandatory, so it would still be an "aggro deck" AI in current state.