TCores

TCores

Joined Member # 4001781
41 Posts 411 Replies 670 Reputation

[quote who="Frogboy" reply="13" id="2609950"] Even 'player hosted' games will be hosted by the Stardock dedicated servers. No. The community will be able to set up their own servers and mod them as well. Players will not have to use our servers exclusively. [/quote] Do we need an internet connection to play multiplayer if we're using a local LAN? A lot of my friends are still on dialup.

52 Replies 99,593 Views

[quote who="VicenteC" reply="10" id="2609183"] That algorithm doesn't work. The problem is how to calculate that "threshold" value. If it's static, then your algorithm will only work in some situations and do the idiot in all the others, and if it's dynamic, then it will be really hard to calculate as it will need a deep analysis of you and the enemies (and here you will have to cheat about what you know about the enemies or use non-perfect information and guess, which is har

43 Replies 235,059 Views

joasoze reminded me of the Art of War. In it, I seem to recall a line that goes: [quote quoting="post"]Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near. Hold o

43 Replies 235,059 Views

[quote who="ChongLi" reply="5" id="2608809"]It's fine to say all this, but to codify it in an AI routine is entirely another matter. A lot of this stuff involves qualitative analysis which is extremely difficult for an AI to do. [/quote] Thanks for making this point, ChongLi. What I'm trying to get at with this post is creating codifiable ideas for AI design. "Make the AI better/cooler" is all well and good, but the most helpful suggestions are those that are something a com

43 Replies 235,059 Views

In a recently posted Dev journal, the topic of AI was brought up. I'd shared some of my experiences in programming AIs in a reply. One of the maxims I came away with is that AIs can really benefit from supplemental help where the programmer, having a really good understanding of how to win the game, tells the AI how to do certain things. In a strategy game, what are the top three things you would tell a new player about? You can use specific exa

43 Replies 235,059 Views

[quote who="alh_p" reply="17" id="2607044"] Quoting TCores, reply 13 what I wanted was an AI that would be good at any game, that was a desire. But It is better if the AI is really good at this game, and it is better to be very explict about complex things. Having played all too many games where the AI doesn't utilise the tools and combinations offered by the game, as a player I'm strongly in favour of these two&nb

106 Replies 871,908 Views

[quote who="John_Hughes" reply="24" id="2607126"] The android DATA is a fascinating bit of futuristic imagination but the reality is. We have a very very long wait for it to even becomes anything other than a wet dream. [/quote] You're my hero for telling it like it is.

106 Replies 871,908 Views

Some last thoughts... specific things Use booleans a lot to save on space... a true/false answer is good. Use integers lots, avoid generating objects if you're just going to destroy them. Have a good cleanup method. Things I'd wish I'd done from the start and wish I knew beforehand ... what I wanted was an AI that would be good at any game, that was a desire. It is better if the AI is really good at this game, and it i

106 Replies 871,908 Views

Battlefield AI - it'll be a bit different. In NWN, we did the AI almost entirely in script, with the engine providing the "heavy lifting" of things like pathfinding, LoS, etc. I guess I should explain that NWN was, at the heart of things, truly turn-based, but it had the "end turn" button hit every six seconds. The model we used was a heartbeat script that ran during every turn coupled with an Observer pattern. The engine served as the Observer,

106 Replies 871,908 Views
Reply to Hexes in WOM Ideas

Double post...

66 Replies 196,106 Views
Reply to Hexes in WOM Ideas

I will post more later, but there are only THREE possible regular, simple polygon patterns that repeat evenly. Triangles, squares, and hexes. Triangles aren't intuitive so we use squares or hexes. We could do something wierd like sqaures + octogons, but that's not a simple one-shape repeating pattern. I'll post more wierd stuff in a different thread just for fun. : )

66 Replies 196,106 Views

Actually, if you want an Elemental-like game, but with a focus on RPG rather than strategy, take a look at "Guild 2." Not the MMO, the german-made game. Very very very interesting.

11 Replies 15,038 Views

That of course means all of the armour and whatnot has to scale as well, so it'll actually fit onto my custom race. Sticking to the base humanoid shape and varying the animations for races seems important to get the maximum bang for buck on a given set of armour. It'd suck to have to make different sets for different races, meaning the assets have to get divided in half.

207 Replies 510,792 Views

Done right, there's no reason why art made for the Fallen races can't carry over to the custom races. If I can size and scale and tint a racial model, then my dark-skinned long-eared blood eyed Fallen just became my pale-skinned, tall elven custom model.

207 Replies 510,792 Views

RE: in the current beta, you can create your own custom faction . It's done through point buy and I believe you can even customize the default peasant appearance slightly. You get to pick a bunch of special abilities and drawbacks. I don't think that's going to ever go away.

9 Replies 44,663 Views

[quote who="Frogboy" reply="1" id="2606483"]Very interesting discussion. Now, the other key ingredient here is Elemental: Destiny's Embers, the book that comes out on August 24th at a store near you. In that book, there are most definitely Trogs and Urxen in it. Trogs are powerful warriors. Urxen can be used as warriors but they're mostly grunts doing menial labor and are incredibly common. [/quote] In Urxen vs. Trogs, I suppose that would mean that th

9 Replies 44,663 Views

I want a button in online games to disable custom races, because I'd rather play with known entities, not get wiped by a cheesed super-race with laser-eyes. However cool it would be to have that in singleplayer. I'd rather see the principle numerical values belong to the Faction, and not the Race. A faction should be good at building something. The basic stats of the Race should impact the starting stats of the soldiers and provide slight boosts, but overall I'd rather

207 Replies 510,792 Views

[quote who="Dr Guy" reply="40" id="2605936"] When I am at a social event, I really do not want to try to diagnose why you loaded a bunch of malware on your computer. [/quote] Hah! I love the Dilbert comic about this. Someone asks Dilbert to fix his computer because he's a nerd and must like doing that kind of stuff. Dilbert says sure, and asks him what time he'd like to come over to clean his gutters, because as a gardener, he must like cleaning up around the yar

57 Replies 158,317 Views

[quote]Working in construction , I have had similiar experiences with ALL OF YOU. Get off your high horse and realize that your not smarter than everyone else. Your just better at what you do than others. For crying out loud you work in SUPPORT. So SUPPORT! [/quote] Some IT support people I have spoken with have this incredible arrogance. They really think that everyone around them is a bumbling idiot, and make fun of the people they support. They endlessly recycle the

57 Replies 158,317 Views

I guess that there has been some confusion in the community about races and factions. It's important to realize (if you're not in the beta, you may not realize this) that factions are not races. The Gilden and the Krax and the Capitar (in the game, these are factions) could all be best thought of as a country, or an ethnicity, of the race of Men. A faction is what you control in the game, it's your "empire." In your faction, you'll have an allegiance to the Kingdoms or the Empire

9 Replies 44,663 Views