Wait, "The final focus area fundamentally changes the way that buildings occupy space and receive damage, taking inspiration from the original Dune 2000, which was more advanced than the earlier (and some later!) games."
What exactly does this mean? It doesn't really go into any further detail than that.
Something so vile should not be allowed to be so adorable...
RavenWolf wrote: Updating the modding tool to be compatible with 1.18 is possible but very time consuming as it requires to update every memory offset.
Actually, according to some BW data miners I know something with 1.18 makes it change it's memory between each boot up, as well as the constant patching, which both make it pretty much impossible to inject. But I have not confirmed this for myself. I can't even get Cheat Engine to load up with 1.18+ though, either.
WOAH WTF I.imgur.com
Consistently does that. Map is the standard BW map, Octopus
Those are really easy things to get around... Make them pick ones with the shortest distances from all other bases they have. And the rule I suggest makes it so a cliff should never be in the way between a refinery and a field. There should never be *anything* between them that way, actually.
As I mentioned a couple of times now, you should really take a look at SCAIT and BWAPI AIs. Some of them are even open source, I believe, and most of them are pretty good. At the very least all the AIs that's been made by those guys are a ICCUP ranking C+ level human player, while some easily reach B+. That is more than sufficient I think, and a good starting place I'd feel too.
It's got a heart. :D
Here's how you handle the AI picking where they should expand: They find a tile with Tiberium/Ore on it and they use some kind of pathfinding algorithm to find how many other Tiberium/Ore tiles are adjacent to that one. Ones that it finds, it continues this search on until the entire field is mapped. Then it finds a spot where it can place a refinery that has as many adjacent Tiberium/Ore tiles nearby. Then it starts the actual process of expanding. You can't really go with a hard-coded system because field sizes and values can vary and that would also be considered cheating in a sense if it just automatically knows the fields on the map and their values without scouting at all.
Note that all of this should still be limited by vision. If it doesn't have an entire field revealed, that should affect it's judgement. Like perhaps it will want to scout to reveal the field to make sure how much is there, or maybe it might not consider that field to be as valuable if it doesn't see the whole field, and instead will expand elsewhere.
I mean, you're not wrong but it's not like a game has to follow physics and science to the letter. That would just get kind of boring Lol.
There are tons of AIs for StarCraft that are way, way better than like 70% of players. They're at the least a B- level player and some pros at the game can even be caught off guard or defeated by them.
You should take a look at StarCraft AI Tournmanet and BWAPI.
Crazy unpredictable tactics, counter attacks, and flanks can only get you so far. But if you're better at macroing and positioning than your opponent than you have a massive advantage. The trick is to be better at everything than a human player, because it's impossible for a human player to be good at everything but totally possible for an AI.
While I am very happy this has finally been released, I am a little dissapointed. Burning Ground, at the moment, is just so much better than this. But I don't think that's only due to you having not worked on it in so long and you also having Burning Ground to work on. And considering how you do things, I don't doubt that a lot of this will change very drastically in the future.
My main problem is that, so far as much as I can tell a lot of the game is just a reskin, though I've only put about 5 hours into it so far. There's some new unit ideas here or there that do some different things, and there's also the super units, but it's just not a complete and total new game like Burning Ground is. I don't think that's necessarily a bad thing, but I think this still could have been done better. There are some really interesting changes here and there, some good and some bad, but all in all there's just very little changed other than visuals and sounds.
I think there may be a bit of a hype problem here, as I've been following both of these mods for quite some time now and have had big hopes for DoC as soon as I saw how great Burning Ground was.
Other than that, it's still really great to finally see this make another release and see how it has changed so drastically from before. I hope you will continue to refine this and make it better just like with Burning Ground. :D
Situational/conditional pathfinding AND reinforcement learning algorithm? You're really taking ORA to the next level, man.
It looks like this team coloring would be quite visible, although this is still pretty zoomed in, from this angle I think it works. It doesn't look as natural as the rebel caps, but it's definitely more than passable.
I dunno about anyone else here, but I rather enjoyed Clockwork Planet. It starts off a little rough, but by like the 4th or 5th episode it starts to get really good.
I think I need to see this from the top-down RTS perspective to be certain on anything. As it stands right now, I think I'm pretty indifferent to it.
Серый Anything can look bad from this perspective for an RTS, but when viewed from the traditional RTS perspective it can look totally fine.
This is exactly the kind of team color that should be done. :D
So here's a thing though: Earlier it was mentioned that you didn't want to do something like make the helmets of Combine team color, due to that not being lore-accurate. I think a good compromise would be to change the design of the units. Instead of using the actual lore-based designs, you could go with new/altered designs. Because of this, you have complete free reign over how the lore-design should be since it's completely new. No need to worry about if it's not going to be accurate. With that said, I think you could add some kind of shoulder pad that has team color or a team colored backpack for the existing Combine infantry as an example of such a change. When it comes to the mechs, it would be a bit more difficult to alter or redesign the Strider. I don't fully remember if the Hunter had good team color or not, but I think it did? Not sure. As for the Roller Mine, it's such a simple and basic design that adding team color onto it should be no problem.
I cannot stress this enough and it's something so many RTS games fail at, even the AAA big-budget produced ones (SC2 had horrible barely visible team color for years before they finally added the team color intensity option).
Simple change that doesn't affect much. More just a quality of life change than anything else. Lowers the skill floor but doesn't necessarily lower the skill ceiling, either.
There isn't much more I can say at this point that I haven't already said. These are pretty great. :D
Neat effect - It even seems to actually have a mechanical difference.
Jeeesus, that's a bit of an overkill name and I love it. XD
K-On x Higschool of the Dead crossover ???
These wireframes are turning out much better than the ones in Burning Ground. Perhaps you guys should take a second look at those.
Uh??? I'm not quite sure what to think.
Nice technical demonstration but I'd like to see the actual unit in action without having 0 damage :^)
Bit worried over nothing, this does indeed look 3x3 =p
I think the one thing that is missing from your building graphics is a little bit more shine to them. Not much, just a bit tasteful amount of specularity.
Now THAT is a construction yard. :^)
I think the design is good, it's just a bit too small. It can be rendered a bit bigger and still fit in the same foundation for sure.