Frogboy

Frogboy

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1,440 Posts 5,729 Replies 103,643 Reputation

The big reason is as you "see" more of the map there are more draw codes. the short answer to your question is yes, perfect should get better in future updates. the biggest perf hit is the number of draw calls to, believe it not, trees. So there are a number of things we can do to address that.

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[quote quoting="post"] Is this actually for real? I mean do they really have working 512-qubit quantum computer and its possible to use it for some serious computing? [/quote] We're not there yet. I think around 2030 it'll start to become apparent. I highly recommend reading Kurzweil's books. He talks about the law of accelerating returns. Basically, at some point in the next decade and a half, the technology we'll personally

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[quote who="Krazikarl" reply="80" id="3375546"] Quoting Frogboy, reply 78Here is an interesting interview in Der Spiegel regarding what the stagnation in global temperatures (a leveling off that c I'll quote the guy in the article: "Yes, we are certainly going to see an increase of 2 degrees Celsius (3.6 degrees Fahrenheit) or more -- and by the end of this century, mind you." So even if you want to take that guy as your complete source of auth

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[quote] Don't worry, we'll get there soon enough.[/quote] As they like to say -- "weather isn't climate". Since the worldwide mean temperature hasn't materially changed since 2001 but, according to the animated video shown the ice camps are melting, that would indicate some other cause (everything from a slight change in the earth's tilt to warmer winters to who knows what. I see a lot of passion in these climate change debates but not a

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[quote] developers are absolutely clueless about how to play games, let alone write AI for them[/quote] I used to play for PGL and used to be in diamond league in Starcraft and was the top ranked player in Total Annihilation's Boneyards's service. I like to think I can play. However, writing "good" AI for a game like this is very difficult because players often play the game in drastically different ways and often times, spells and

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That's not really workable. People are not going to accept downloading 10GB or whatever for every little update. And there is still the matter of the installer which would need to place the files. In 2013, there's really no compelling reason not to use Steam. When we left the OS/2 market, there were a lot of people who were mad at us then. Similarly, there were lots of people who didn't want to run "Windoze" just to play a game and in

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You said it CTD's constantly. If it CTD's constantly for you but others (including myself) can play full, multi hour games without incident, what do you think is the difference? I'm sorry you don't like our game. But it doesn't sound like there's anything we can do to help you. There are other games available that are in the same genre that have significant fan bases like Warlock, Eador and Age of Wonders 3 is in development. Maybe one of thos

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[quote who="GFireflyE" reply="51" id="3372087"] Awesome list Frogboy! Do have one question....maybe it's already an option (and I'm just blind), but is it possible at the beginning of a game to select 'random AI personalities'? I really hate knowing what AI plans to do all the time. Granted...some AI is better for some strategy....Yithral and war for example, but sometimes it would be nice if Yithral surprised me and went for Spell of Mastery...<br

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Ok, here's today's check-in: + Fixed AI bug where one of the AI personalities could, in some cases, rush buy a unit without having the necessary resources (metal) + Improved granular difficulty increases between challenging difficulty and insane. Rather than rely on a money cheat, the higher difficulty units get some additional unit perks that make them more interesting. + Made all the AI personalities somewhat better at taking out targets of opportunity (like outpos

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[quote who="Lord Reliant" reply="35" id="3370989"] I'm assuming the reason you didn't write them was to save time, though ironically if you have to go back through and figure them out, it may have been better to create them in the first place. How many other staff members than you worked on the AI? Glad you enjoy working on the AI so much, though I'd also love to see/hear from any other AI coders at Stardock, too.[/quote] Yea, ironically not wri

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I don't have the date in front of me but the map pack for LH should go up shortly and those who bought it for FE should get it added to their account for free. Mind you, this may not happen instantly as this is an unusual way to do the thing.

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Please understand: My view is that your reports are doing us a favor. I enjoy working on the AI. A lot of my work ends up being fixing bugs in some of the worker functions I deal with that work differently than I thought. Last week we had our annual Game Designer Festival and Soren was saying that one thing he always insists on is writing his own worker functions which, in hindsight, I wish I had done with FE/LH. But now that the game is actually released, I have the lux

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Bump. I'm mining this thread today for AI updating. So if there's something specific not mentioned here, go for it.

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I hope to post some private builds this weekend. These would just be EXEs but the forums are a treasure trove of ideas. Alstein pointed out the main thign which is that the AI, at this state, plays the game like I would. In GalCiv, I had the advantage of seeing lots of people play the game (and being able to spend crazy time on the AI). LH/FE have always changed so much during dev that I was playing a game of catch up. This is going to be fun.

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One thing I can tell you for certain: The monsters don't recognize an AI player from a human player. If it seems like they're "picking" on your cities it's a placebo effect.

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I've been trying to balance things with regards to the difficulty levels so that the AI gets more aggressive about quests and goodie huts based on the intelligence. So on easy, they'll leave lots of quests and goodie huts around. Now, with regards to quests, as was mentioned, they use the spawn rating to determine whether they succeeded or failed (if they fail, their army is wiped out and if they succeed it succeeds). Some quests (Mimbly for example) just can&#3

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I figured out why the AI didn't like building the "Produce Growth" and "Produce Wealth" projects. If you look at the XML, the labor to build is set to -1 (infinite). Well, the AI considered that pretty terrible -- why would it build something that could never be finished?

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[quote who="hedetet" reply="30" id="3366060"] Quoting Derek Paxton, reply 7 There are at least 4 games represented there. How are they divided between you and Soren?[/quote] Things are pretty collaborative here. I would say Soren and I and Derek are involved in all of them.

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It's the fastest selling Elemental related game yet. It's doing substantially better than FE which itself did pretty decently.

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