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Messages - TechSY730

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16
AI War / Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« on: May 15, 2013, 12:40:32 PM »
Yea, a lot of the displays in the galaxy thing are really messed up. Like some of the filters involving ship count and/or strength will continue to show your own ships, and others won't, with little rhyme or reason.
Can you give me specific steps to reproduce something that showed right in a previous version (say, the official) but not now?

Not sure if I can show you a version that has worked, as some of the views I am thinking of have been broken ever since they were introduced, or at least since the Unity port.

I can't remember the terminology, but a lot of the ones are when you select something like "Ships (Strength)" on the left one (or up until now, "Ships (Firepower)"), and select "My Mobile Military Ships (Strength)" on the right one. Or even something like "Ships (Strength)" on the left, and no filter on the right. You may see a mismatch between how friendly ships are counted and the enemy ships are counted, or possibly only allied or your own are showed, and not the enemy, or visa-versa, when both are expected.

Again, I will need to reproduce this tonight to get more detail.


Also along the lines of map display and transport stuff, 8833: When allied ships are swallowed, the count as mine in the transported ships display in the mini-map

EDIT: And another, 3099: Galaxy map filter My and Allied Ships with Mobile Miltary (firepower) Sub-filter double counts own ships, though that may have been fixed at one point.

17
AI War / Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« on: May 15, 2013, 11:47:35 AM »
Yea, a lot of the displays in the galaxy thing are really messed up. Like some of the filters involving ship count and/or strength will continue to show your own ships, and others won't, with little rhyme or reason.

18
AI War / Re: Wiki Mimics and Shield Boosters
« on: May 15, 2013, 09:28:47 AM »
Shield Boosters are still around, but they have since been renamed to Armor Boosters, to follow the shield (the numeric attribute) to armor rename.


For the mimic, yea, I think those became nanoswarms.

19
AI War / Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« on: May 14, 2013, 07:03:23 PM »
"ilostit"

You think you are so clever hiding new stuff among other new stuff, don't you. ;)
That's been there for a long time :)

...Ooops. :D


EDIT: Now if I could only understand the parameters this one takes, I could do all sorts of stupid stuff. :D

EDIT2: "Agh, my eye!", I loled. ;D

20
AI War / Re: AI War Beta 6.028-6.029 "So I Rewired It" Released!
« on: May 14, 2013, 07:01:55 PM »
"ilostit"

You think you are so clever hiding new stuff among other new stuff, don't you. ;)

21
AI War Meeting Grounds / Re: Hosting AI War Game. (Kind of a Noob.)
« on: May 14, 2013, 03:08:20 PM »
I may not be an "average player", so I hope that doesn't disqualify me.  ;)

I think I have time this evening (May 14) if you are still looking for someone.

22
AI War / Re: AI War Beta 6.028 "So I Rewired It" Released!
« on: May 14, 2013, 01:10:10 PM »
Awesome!

Given all the changes to how the AI handles queues orders to units, I will see if I can reproduce some of those more "stubborn" bugs (like the "threat stuck" bug), and see if I can get some of those logs to you.

And yikes, did you really add an option which logs every order an AI player gives for every unit they have? Wow. Given that the AI can easily get several hundred actions per second (note, not per minute, per second), those would be some pretty freaking huge files. Good call on giving a form of it that is limited to a unit.

23
Quote from: 6.028 Release Notes
The Tachyon Guardian has been renamed to the Tachyon Sentinel

Do I smell a the beginnings of a new class of AI exclusive type stuff.  ;)

24
Sorry Faulty Logic :D but.. as Force says here..
http://youtu.be/Josp2kNfHsM?t=4m20s
..every community has it's own "Idra". Seems like I'm the "Idra" of AI War. Well not really that bad but yeah.

You may be pessimistic at times, but you are generally polite about it, and even self-aware about it and even willing to poke fun at yourself for it. Because of that, I don't really mind. :D

Heck, I have my own bad habits here, such as my "abuse of quoted phrase to force it to be act like a noun/verb/adverb/adjective phrase" problem, either rambling on for too long, or posting useless "Yep, Uh huh" style posts, or using way too much math terminology in my analysis. ;)

EDIT: And rampant abuse of the edit post feature.

25
I would also like to see the AI neinzul "cluster" units (viral clusters, bomber clusters, and general Neinzul colony) special structures to have a chance to spawn for other AI types as well, though its chance should also be low like the other various AI type "almost exclusive" structures.


And can we get an AI type(s) that specializes in troop accelerators and interplanetary munitions boosters?

26
I think what you mean in SC2 is stutter-stepping, a result of units being unable to shoot and move at the same time, players move units for a split second, order them to stop, let them fire and then give another move order.

Yep. Done well, it's a great way to kite, and help your units last much longer.

Done poorly, and all you have done is make your units "dance" with no real damage being done. :D

BTW, a good variation of the stutter stepping is: move, then attack-move for a split second, then move again. This gives similar results, but slows units down less as there isn't time "wasted" stopping and then going into idle attack "scan", but goes straight into attack "scan". It also helps keep unit momentum up, as they no longer spend time trying to stop, but instead always move, which is very important for units with low acceleration (mutalisks for example). However, it's trickier to do rapidly as attack-move requires an additional click.

27
Just FYI, for the "stuck threat" thing, I posted a link to another mantis that had a save.

Back to the "Threat/AI ships are stuck" thing, here is another report of it that hopefully has a good save in it.

3825: Enemy ships stop moving

Also, any idea about what is causing the game seeding weirdness in this version people have seen?

28
FYI, it's looking like Tuesday morning for 6.028; I'm in cleanup mode after various AI changes over the week.  It's close to ready, but needs a bit more work to hunt down some curious issues that arise when the AI thread runs too quickly.

Woa, careful there Keith. The AI is getting too smart for the engine to handle. :D


On a more serious note, what happens? CPU hogging? Race conditions? Excessive locking?

29
AI War Strategy Discussion / Re: How do you stop strong exo waves.
« on: May 12, 2013, 04:06:51 PM »
The.fact the enemy ai has enclaves raiders and implosons a lot. especially the impolsions.

I think enclave guardians are soon going to be hit with a nerf.

And yea, implosions (both guardian and spirecraft) can wreak havok against stuff like starships and forcefields. ;)

30
AI War Strategy Discussion / Re: How do you stop strong exo waves.
« on: May 12, 2013, 03:18:11 PM »
Defense in depth for me. I pretty much know that even the most heavily fortified chokepoint world I can reasonably get in the early to mid game is probably going to leak some exo ships, especially the stronger ones. I keep a good amount of defense on my homeworld no matter how far out the "border" of my "space" is, because of this. And it has saved my bacon on multiple occasions (and I guess the last remnant of human civilization too, but mostly I was defending for the bacon :P)
Also, having some tractor turrets grav turrets on your own core worlds, both in from the "outside" and the wormholes to your HW help greatly. Your own core worlds also make great places for black hole generators if you have the trader turned on.

And finally, forcefields. Tons of forcefields. ;)
I use them both to protect the important stuff and over wormholes I want to stall them getting through (again, like your own core worlds over the wormhole to your HW)

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