Jam3

Jam3

Joined Member # 601773
13 Posts 162 Replies 1,013 Reputation

Yep I have worked on VPN software also heavily IPC intensive, although I happen to think any type of internal or external signaling between threads/processes gets incredibly complex and is definitely more time intensive. I didn't mean to imply the decision was wrong or they should change it, I actually agree with it, but they are kind of alone from the perspective of the number of game companies that make truly multi-threaded games and I think it is tied to the turn b

148 Replies 329,270 Views

[quote who="Xan" reply="91" id="3247616"]I find the current beta very polished. I've been away from the forums a bit playing Torchlight 2. It's awesome but I bet its beta testers would have said it needed more polish too. Over at CivFanatics, they would say that Civilization V, latest version, is still not polished enough for release. I'm reading the same forums you are. And as someone who spoke out against WOM and Demigod publicly and got flamed by the fanboys at the time, I thin

148 Replies 329,270 Views

[quote who="seanw3" reply="59" id="3247097"]Pretty sure that was fixed in .983. It was on the changlog and Fb said he would do it personally. Monsters move after players now. The AI might have a few bugs like that. I don't see those kinds of bugs being the crucify type. I get a pretty good competition from the AI overall. And remember, the AI gets bonuses to their economy when idle. Hard to say that is a bug. Stacking outposts is in the changelog for .984. Not going to discoura

148 Replies 329,270 Views

I just can't say "way to go" I have fiddled around with creating custom maps and watched too many ai games each patch to know there are serious ai problems. Not "the ai can't beat me" types of problems but the ai can stall out and not produce anymore units or cities, essentially turning itself off, or it builds 5 towers in a 5x5 area wasting an unreal amount of resources and time on pioneers. There is a fundamental problem with simultaneous

148 Replies 329,270 Views

Repeated ctrl-n has always eventually crashed the game, maybe it works with a small map size but I verify thats still happening pretty much every release, make sure your using large maps. The whole ai not getting attacked by monsters is by far the largest issue, heck simultaneous movement as a whole is problematic , end turn move first, player vs ai-player interception, monster vs ai-player interception. Considering the ctrl-n is indicitive there are memory leaks in the en

29 Replies 25,544 Views

[quote who="Frogboy" reply="87" id="3241995"]Anyway, it's 11pm and I'm putting in asynchronous AI movement.[/quote] Sweet man asynch will solve ALOT of problems. Does this mean we are going to have serialized turns or is this just regarding monster movement?

124 Replies 255,914 Views

[quote who="Frogboy" reply="21" id="3240428"]That might be an interesting thing to look at. Simultaneous turns. Every (including people) move at the same time in FE. But you humans move a lot slower. So, as a practical matter, the AI units move first. I'm going to have to think about that for a bit.[/quote] That is probably THE core problem with the game at the moment. The player himself can have a unit selected hit end turn and mov

124 Replies 255,914 Views

What sean is refering to is deterministic versus non-deterministic AI. If you take all the potential agency of a person or a machine in a given system you can come up with a set of possibilities or "events". I.E. an AI in the game can move its units, order buildings being built, etc just like the player. There are alot more events than that, especially once you add in diplomacy/technology/combat etc. Programtically you can almost reduce it to all the potential "clicks" you can make

195 Replies 783,807 Views

[quote who="Mmrnmhrm" reply="112" id="3240415"]Quoting Jam3, reply 107 Poor, the AI is so bad at the moment its hard to tell if the game will be any good. I am still seeing crazy tower building, AI that just stalls out, only gets like 2-3 cities while others get 8-10 from auto-turn games, plus it still doesn't seem to cast a wide array of spells. Since this is a single player only game the ai is crucial and right now its essentially broken. How the tower problem hasn't been fixed

195 Replies 783,807 Views

Poor, the AI is so bad at the moment its hard to tell if the game will be any good. I am still seeing crazy tower building, AI that just stalls out, only gets like 2-3 cities while others get 8-10 from auto-turn games, plus it still doesn't seem to cast a wide array of spells. Since this is a single player only game the ai is crucial and right now its essentially broken. How the tower problem hasn't been fixed yet is just strange. This is a simple conditional/deterministic AI fu

195 Replies 783,807 Views

[e digicons]k1[/e] I am just assuming they are going to balance soveriegns and units any release now but I think there is something holding them back and its they can't decide if they want it to be an rpg or an empire builder, which goes to the point they left some of the core design questions unanswered. It seems they have made the decision up to his point its an rpg but they never successfully integrated the city building into the rpg. Units need a buff and

35 Replies 115,248 Views

I think with what happened with EWOM we should probably get a Release Canidate from them before they release. I am in no way implying that should be standard practice but in this case for this game I think its warranted that we get an RC.

123 Replies 320,076 Views

[quote who="GFireflyE" reply="1" id="3235115"] I vote 'master scout' is one of the worst designs ever thought of for this game. One of the pivotal aspects of this game is the interaction your faction has with the cataclysmic enviroment around you before the political conflicts with the other factions. Why design an ability that completely eliminates that from the game. I can see it now: "I bought FE because I love the interaction with the mons

21 Replies 6,962 Views

I was definetly upset with the most recent beta. You could easily crash the game up until now by starting a new game hitting ctrl-u then repeatedly hitting ctrl-n, it was just a matter of 10 or so map regenerations, that number went down to about 2 - 4 with the latest patch. There are some pretty hardore memory leaks in the engine. I am wondering if there are debug flags that are on in this build. I do , like you, hope they really clean up all the little cosmetic stuff, its really

123 Replies 320,076 Views

Master Scouts actually goes a little deeper than that for me, if I understand you correctly. The ability to not get attacked by monsters, at all, is beyond op. There is no way I would leave it in the game, at any cost, what I might do is switch it so that all units get the stealthy trait for free. There is something also just inherently wrong about having this dangerous chaotic post apocalyptic world that is filled with monsters and terrible dangers and having a trait that just turns all that

49 Replies 57,803 Views

I'd really like to see you do an AAR at the very least without Master Scouts which to me is beyond OP, it turns off an absolutly essentialy part of the expansion game, I honestly can't believe its still in the game in its current form, its not overpowered its an I win button. I don't discount that heroes are way OP but I would love to see your opinion playing without Master Scouts and actually without wealthy either (which either needs a nerf in total gildar, like to 500 or

49 Replies 57,803 Views

Frog, my dream would be to make a mod that would do the following types of things, centered mainly around the terrain. This is just one example but its pretty complex and without scripting and exposed events/triggers I don't see how its possible. Just curious if there is some creative way within the modding model currently available to do these types of things, or what your vision is for how FE will be moddable going forward. Desert - You should

22 Replies 14,052 Views

I would love to know if we are going to have any ability to create scripts and call them from events and triggers or if we are only getting moddablity for data and assets.

22 Replies 14,052 Views

I have been playing with it quite alot and there are definetly some problems with the engine. For instance I switched dragons to spawn in mountains and the lair textures do not adjust to the height maps for the mountains. The movement animations do work, its easy to set the mountains to 128 move points (or something else extreme) and have land units move 1 square per turn through mountains and it scales the height map properly (no mountain movement even in civ has never m

12 Replies 5,610 Views

[quote who="taltamir" reply="45" id="3231940"]Quoting darkehound, reply 40Right now we seem to be back to the ride of the magnificent seven--get a couple of heroes and just plow the opposition. On my latest game I only have 3 native cities. I captured 6 others and i am in endgame position already. I confirmed that in adding heroes splits the XP so I will have to say that its the magnificent SOVEREIGN not 7. My sov solos the game right now. Wins at level 25-30 and being a

56 Replies 151,531 Views

Master scouts on scouts gives the ai enough of an advantage, on pioneers it's insane just reveal the map and watch the Tarth AI, I am just going to assume from now on when someone posts about crazy AI city buildup they are talking about Tarth. And quietly rename the thread please for the love of pete nerf the crud out of master Scouts, make it so all your units get the stealthy trait for free, no monster attacks at all and no wood movement penalty is absurdly powerfu

30 Replies 99,557 Views

I think most of that could be easily handled by the ai routines they have in the game and are balancing for threat and intelligence levels of the monsters but they should be spawning from their lairs. And bandit lairs in particular should be spawning in the least settled areas near enough though that they can attack/pillage caravans and outposts.

4 Replies 6,035 Views