Search found 28 matches

by Hamster
25 Mar 2017, 22:59
Forum: Devlog
Topic: [Alpha 8] Rewarded ads
Replies: 29
Views: 3329

Re: [Alpha 8] Rewarded ads

$20 per 1000 views seems at the high end tbh. I say that based off my knowledge of Youtube's system --- I wouldn't be at all surprised to hear you end up with less than half of that.

Still though, I seems like a decent idea.
by Hamster
14 Mar 2017, 10:53
Forum: Strategies
Topic: alpha 7.x , tagging for aiming purposes by top players. How many are doing it?
Replies: 13
Views: 1594

Re: alpha 7.x , tagging for aiming purposes by top players. How many are doing it?

So....if you guys aint using tags --- how else are you ensuring your sniper / Machine gunner doesn't swap targets mid burst/aim? Since the removal of current target I've been doing: (leftmost node) Attack in range enemy team tag A Exclusive team Tag weakest in range enemy Exclusive team Tag sniper i...
by Hamster
15 Feb 2017, 08:49
Forum: Feature Requests
Topic: End of battle stats
Replies: 7
Views: 1173

End of battle stats

Didn't see this on the roadmap.... So the basic idea here is that at the end of the fight we get a stat breakdown of what our bots did. So at the end of the fight we get something like: Shield/Health Damage done: X/X Shield/Health Damage taken: X/X Confirmed Kills: X Resources collected: X Resources...
by Hamster
04 Feb 2017, 19:09
Forum: Strategies
Topic: Naming conventions for subroutines
Replies: 11
Views: 1379

Re: Naming conventions for subroutines

For me I have a simple naming convention: I use 3chr strings (eg: "_^_") at the start. This has two features this keeps all the subroutines relating to that AI in order in the list. (so my sniper has the "~~^" prefix, and my shotgun has "~^~". After the Prefix I'll then...
by Hamster
30 Jan 2017, 04:46
Forum: Feature Requests
Topic: New Conditions
Replies: 24
Views: 1880

Re: New Conditions

people are coding victory dance modules? Damnit! I'm so behind on this v7 meta. LUL but regards the substance of the matter. In my mind there are two key considerations. (1) every condition added makes the game more complex. (2) part of the charm of the game is figuring out workarounds for the stuff...
by Hamster
27 Jan 2017, 14:31
Forum: General Discussions
Topic: We Have Live Chat did you know ?
Replies: 32
Views: 3805

Re: We Have Live Chat did you know ?

Link don't work for me. Why not just use something like discord? The link works on my pc phone and tablet just tested so it must be you. Also I don't know about discord but Telegram you can upload screenshots and other files and it has history so you can see conversations that happened b4 you logge...
by Hamster
27 Jan 2017, 00:11
Forum: Feature Requests
Topic: Randomly generated maps
Replies: 34
Views: 3703

Re: Randomly generated maps

perhaps even more interesting would be random map + random team comp (bots and their placement). and moreover, if you make a match a best of 2 (one game per side) we wouldn't have to worry about map balance; If one side is totally favoured both players get a chance to play as that side. With this sa...
by Hamster
26 Jan 2017, 23:45
Forum: General Discussions
Topic: We Have Live Chat did you know ?
Replies: 32
Views: 3805

Re: We Have Live Chat did you know ?

Eh, effort. lol
by Hamster
26 Jan 2017, 23:44
Forum: General Discussions
Topic: should replays cost something?
Replies: 13
Views: 1170

Re: should replays cost something?

Most modern multi player games in order to be long term successful require a strong community -- Twitch probably being the biggest one. And what do players of competitive games want to see on Twitch? Tourneys with high level players. What I am trying to say is as this game gets released it will prob...
by Hamster
26 Jan 2017, 23:34
Forum: General Discussions
Topic: We Have Live Chat did you know ?
Replies: 32
Views: 3805

Re: We Have Live Chat did you know ?

So wait, we have a discord?

Linky?
by Hamster
26 Jan 2017, 22:40
Forum: General Discussions
Topic: We Have Live Chat did you know ?
Replies: 32
Views: 3805

Re: We Have Live Chat did you know ?

Link don't work for me.

Why not just use something like discord?
by Hamster
18 Jan 2017, 18:02
Forum: General Discussions
Topic: Complexity
Replies: 27
Views: 2340

Re: Complexity

I dont think removing a bunch of tools is the right way to go about reducing complexity. Progression, tutorials and UI Tweaks seem like the best way.


Also, while I'm here: what does relative shield do? (relative to what? self? different enemy?)
by Hamster
18 Jan 2017, 17:20
Forum: General Discussions
Topic: Complexity
Replies: 27
Views: 2340

Re: Complexity

didn't see this thread, lol. I'll repost what I said in the 7.5 test build thread: .... Had a quick play around on 7.5 Personally, I'm getting a bit concerned with "complexity creep". As more and more tags, filters, etc get added the game is getting harder to understand. new player content...
by Hamster
18 Jan 2017, 15:08
Forum: Devlog
Topic: Wording
Replies: 17
Views: 1516

Re: Wording

Solo Missions > Academy
Multiplayer > Carrier

these changes are unclear. Why is multiplayer called carrier, exactly?
by Hamster
14 Jan 2017, 14:01
Forum: General Discussions
Topic: Feature Request: Code Comments
Replies: 3
Views: 574

Feature Request: Code Comments

So, I kinda stopped playing over Christmas played a few games and then I checked out my 200 node Ai. I cant remember what half of it does! lol. The ability to write comments in our trees will help us remember what we were thinking and we can add little 'Todo' comments for our future selves. Moreover...
by Hamster
08 Jan 2017, 18:53
Forum: General Discussions
Topic: My feelings about gladiabots tactics since alpha 4.X
Replies: 12
Views: 1965

Re: My feelings about gladiabots tactics since alpha 4.X

I think right now there is an idea (which seems intuitive) that the way to build good AI's is to get something basic done and then add more and more nodes that cover all the niche cases. We work from high-to-low level. However, its always possible that some other player comes along and decides to so...
by Hamster
28 Dec 2016, 09:34
Forum: General Discussions
Topic: Seeking Programmers
Replies: 31
Views: 3359

Re: Seeking Programmers

So, If I have understood correctly you want to build an AI that will design in-game AI's. When building an AI it will have a choice to do nothing(i.e. not build a node) or build a node. In the case it builds a node it have hundreds of options (conditions, move, attack) and if there are other nodes i...
by Hamster
25 Dec 2016, 18:26
Forum: Strategies
Topic: Sniper Ai + mechanics question
Replies: 5
Views: 1440

Re: Sniper Ai + mechanics question

Okay then, lets crunch some numbers. Below is a little Python script that calculates the break points for your sniper to kill an enemy in a single shot. # [Health, Shields] BOT_VALUES= {"SNIPER": [3000, 3000], "MACHINE G": [7000, 5000], "ASSAULT": [5000, 3000], "SH...
by Hamster
25 Dec 2016, 17:32
Forum: Strategies
Topic: Tip: Plan your escape.
Replies: 11
Views: 1249

Re: Tip: Plan your escape.

If I could figure out how I could retreat my dudes without getting clusterfucked I'd be happy. If they're clusterfucked it's too late. Control the battle before you get to that stage by pushing more, or using a team target to focus on a weak enemy. Also, if you have any grouping nodes, loosen them ...
by Hamster
25 Dec 2016, 17:26
Forum: Strategies
Topic: Sniper Ai + mechanics question
Replies: 5
Views: 1440

Sniper Ai + mechanics question

Hi guys, trying to optimise a Sniper AI here and I have a few questions: 1) are this bot stats uptodate for current patch: https://itch.io/t/46583/update-51-balancing 2) When it comes to shields & health, is any damage lost when "punching through" shields? Example, a Sniper has 3k heal...

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