Search found 15 matches

by Wooolf
29 Jan 2017, 04:31
Forum: Questions
Topic: MP: Both Teams, Same AI, One Wins?
Replies: 29
Views: 2533

Re: MP: Both Teams, Same AI, One Wins?

I am a physicist, this is my take on this. I am assuming the bots have a finite size and that they occupy a circle, the following argument can be adjusted if this is wrong. A solution to the collision problem is as follows, bot A is moving , B is stationary, you could always change the reference fra...
by Wooolf
19 Jan 2017, 04:33
Forum: Feature Requests
Topic: Minimalism
Replies: 6
Views: 649

Re: Cups/tourney(planB)

Along these lines, tournaments can be used as a sandbox to test features. Part of the rules can be additional coding features, bots, objects not available in the regular leagues.
by Wooolf
18 Jan 2017, 06:42
Forum: Devlog
Topic: New player points/level system
Replies: 67
Views: 5963

Re: New player points/level system

This can also be used to gradually add new features as they are developed, for example level 8 will be introduced when the spawning bases are ready. In the mean time it makes sense to freeze the XP of players in the top level, since they can't unlock anything no point of having there XP increase. Al...
by Wooolf
16 Jan 2017, 02:43
Forum: Feature Requests
Topic: roadmap cleanup
Replies: 18
Views: 1427

roadmap cleanup

the roadmap needs some cleanup, there are cards which are no longer relevant (e.g. 'communication between bots' can be implemented using tags so not likely to happen), others could probably be merged. this might also help the dev get a clearer picture of what the community wants. is the dev the only...
by Wooolf
15 Jan 2017, 22:40
Forum: Feature Requests
Topic: Auto deploy
Replies: 3
Views: 472

Re: Auto deploy

It's similar but much easier to implement. I don't care if the team won or lost or anything. It's just
while (auto_deploy= true, conditions)
click play
click ready
End
The 'conditions' part can come later.
by Wooolf
15 Jan 2017, 21:44
Forum: Feature Requests
Topic: Auto deploy
Replies: 3
Views: 472

Auto deploy

Let's say I have a set AIs, I played a few matches at each map, I am pretty happy with them: I win some, I loose some, the ones I loose I dont find an obvious flaw. I would like the ability to automatically deploy these AI in order to get some meaningful statistics (large # of matches) for my teams....
by Wooolf
11 Jan 2017, 04:21
Forum: Feature Requests
Topic: Polls
Replies: 2
Views: 438

Re: Polls

A question could be added after each match, it could also be made relevant the match.
by Wooolf
06 Jan 2017, 23:04
Forum: Feature Requests
Topic: Extra Zoom Out
Replies: 3
Views: 502

Re: Extra Zoom Out

also on this topic.
it would be nice if there was an option that the camera would automatically zoom and pan to view the active units.
by Wooolf
05 Jan 2017, 05:48
Forum: Bug Reports
Topic: Pending game and league promotion
Replies: 1
Views: 353

Pending game and league promotion

I deployed 3 games in league 3 and after two games were matched I was promoted to league 4. The pending game from league 3 is still in my game list and is marked as pending.
I would guess it should be cancelled.
by Wooolf
02 Jan 2017, 23:05
Forum: Feature Requests
Topic: 1min extra
Replies: 24
Views: 1779

Re: 1min extra

I guess there is room for both types of maps a "long strategic map" and a quick an dirty 'hit and run'. BTW, how about a map with a single ball very far from the bases (which are very close to each other) and a short enough time limit where there is barely time to bring it in. The idea is ...
by Wooolf
02 Jan 2017, 20:14
Forum: Feature Requests
Topic: 1min extra
Replies: 24
Views: 1779

Re: 1min extra

But with a short time you are discouraging 'trenching in' type battles assuming you don't want a draw, you would be forced to play an interesting balance between rush and anti-enemy-rush. A defensive strategy will be more suited for other map type like capture the flag or capture and hold a base. Th...
by Wooolf
02 Jan 2017, 18:09
Forum: Feature Requests
Topic: 1min extra
Replies: 24
Views: 1779

Re: 1min extra

Kill em all type maps don't benefit from a time limit, the only purpose it surves is to 'draw' matches that are a two way dance. On this note you can reduce the number of draws by counting total team health at the end if both teams are still standing. For best score maps, a long time limit would mak...
by Wooolf
02 Jan 2017, 06:47
Forum: Feature Requests
Topic: Being able to test conditions on objects that passed previous conditions
Replies: 14
Views: 1443

Re: Being able to test conditions on objects that passed previous conditions

to do what you want replace "shotgnclass" filter with tag1 filter. And add bottaggd2 filter to ---2. The general version: -Recursive sub tree --If any bottag4 enemy not exist ---1. Exclusvbottag4, tagged1, bottagged5 enemy ---2. Bottag5 closest, tagged2, notbottaged5 enemy it does is it ch...
by Wooolf
02 Jan 2017, 05:04
Forum: Feature Requests
Topic: Being able to test conditions on objects that passed previous conditions
Replies: 14
Views: 1443

Re: Being able to test conditions on objects that passed previous conditions

Has someone requested an AI export option?.. This is my structure: -Recursive sub tree --If any bottag4 enemy not exist ---1. Exclusvbottag4 shotgnclass bottagged5 enemy ---2. Bottag5 closest notbottaged5 enemy It's not TRULY recursive because the tree is evaluated from the start every cycle but the...
by Wooolf
01 Jan 2017, 21:16
Forum: Feature Requests
Topic: Being able to test conditions on objects that passed previous conditions
Replies: 14
Views: 1443

Re: Being able to test conditions on objects that passed previous conditions

Hello,
My first post here, in league 3 currently.

I believe this can be currently implemented using recursion. I wrote a subtree that successively tests a condition on all enemy bots in a perdetermined order for example closesness.

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