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B373553 5 on Comet Catcher Redux (Bots)

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Date Editor Before After
9/2/2015 5:42:13 PMUAranklamer before revert after revert
Before After
1 To clear up the situation: 1 To clear up the situation:
2 * AI_1 + Bot_1 are CAIs. AI_0 + AI_2 - Circuits, dev version. 2 * AI_1 + Bot_1 are CAIs. AI_0 + AI_2 - Circuits, dev version.
3 * 0.7 yet doesn't exist. 3 * 0.7 yet doesn't exist.
4 * CAI as a lua synced gadget has unmatched benefit: when ai hoster quits it won't die. With 99.0 engine native ais seems to be alive on hoster's reconnect, but it's bugged (like processing all events from begginig of the battle). Also i'm not sure, are commands from CAI travel into network or traffic is free of them? 4 * CAI as a lua synced gadget has unmatched benefit: when ai hoster quits it won't die. With 99.0 engine native ais seems to be alive on hoster's reconnect, but it's bugged (like processing all events from begginig of the battle). Also i'm not sure, are commands from CAI travel into network or traffic is free of them?
5 \n 5 \n
6 At current stage Circuit still has much benefit from CAI's presence: 6 At current stage Circuit still has much benefit from CAI's presence:
7 * radars (threatmap uses info from them and Circuit is too lazy to build own radars) 7 * radars (threatmap uses info from them and Circuit is too lazy to build own radars)
8 * better defence, as Circuit won't change targeted position until unit idles. 8 * better defence, as Circuit won't change targeted position until unit idles.
9 * other factories, etc. 9 * other factories, etc.
10 \n 10 \n
11 Current military behaviour is like: fight closest seen enemy position weaker than attacker, sending units one by one; scout random position if no weaker enemy registered. 11 Current military behaviour is like: fight closest seen enemy unit weaker than attacker, sending units one by one; scout random position if no weaker enemy registered.
12 \n 12 \n
13 Frankly i believe the reason people failed is that they expected yet another CAI ( suicide groups of units on DDM porcs) , thus no scouts, little help to weak points, usual playstyle. AI still sucks, should lose to rush. It was just lucky this time. This replay is only a marketing move :) Multithreading rules! Although only insignificant part actually threaded. 13 Frankly i believe the reason people failed is that they expected yet another CAI ( suicide groups of units at DDMs) , thus no scouts, little help to weak points, usual playstyle. AI still sucks, should lose to rush. It was just lucky this time. This replay is only a marketing move :) Multithreading rules! Although only insignificant part actually threaded.
14 \n 14 \n
15 Features like threatmaps (implemented yet not tweaked), pathfinding (threat avoiding), less builder suicide are planned for 0.7 version. 15 Features like threatmaps (implemented yet not tweaked), pathfinding (threat avoiding), less builder suicide are planned for 0.7 version.