Search found 178 matches
- 19 Nov 2018, 13:48
- Forum: Feature Requests
- Topic: matchmaking small improvement for psychology.
- Replies: 28
- Views: 3345
Re: matchmaking small improvement for psychology.
Can you answer my question?
- 18 Nov 2018, 15:23
- Forum: Feature Requests
- Topic: matchmaking small improvement for psychology.
- Replies: 28
- Views: 3345
Re: matchmaking small improvement for psychology.
What's the argument against Glicko/Glicko 2 again?
Why not use something mathematical stable instead of some weird homebrew?
Why not use something mathematical stable instead of some weird homebrew?
- 11 Oct 2018, 17:40
- Forum: Feature Requests
- Topic: Keep Sub-AI open after rewind in debug view
- Replies: 5
- Views: 981
Re: Keep Sub-AI open after rewind in debug view
Yes pls. Very annoying to always navigate back to the subtree you were looking at.
- 11 Sep 2018, 23:51
- Forum: Feature Requests
- Topic: Bring back elemination matches
- Replies: 2
- Views: 541
Bring back elemination matches
Allow zero resource maps in the random map generator. Team with more bots after 5min wins. I think one of the reasons for the removal was that we had a lot of draws, but with a lot of new filters and conditions we see a lot more kills and strong pushes happening. I mean, if we still have a lot of dr...
- 10 Sep 2018, 20:17
- Forum: Feature Requests
- Topic: I somewhat simple but REALLY helpful feature.
- Replies: 5
- Views: 826
Re: I somewhat simple but REALLY helpful feature.
If you misclick a wrong AI onto the bot thats your fault. The game doesn't need to babysit its players.
- 08 Sep 2018, 18:57
- Forum: Questions
- Topic: stop rendering in background
- Replies: 23
- Views: 2785
Re: stop rendering in background
Unity UI can be a real bitch to optimize. Did you try to split up the canvases? I think when you put everything into one canvas the whole thing gets dirtied when you change something. I'm not really sure how I would split up the canvas inside the AI editor though. Maybe define regions in the editor?...
- 03 Sep 2018, 21:21
- Forum: Feature Requests
- Topic: Sortable columns on the stats website (especially ghost matches)
- Replies: 3
- Views: 531
Sortable columns on the stats website (especially ghost matches)
Now that we have quite a few useful informations on the ghost matches page, I would appreciate it if we could sort the columns where sorting makes sense. I only really case about how my most recent ghost is doing so DEPLOY TIME would be the nicest if we could sort it. I mean, I could make a userscri...
- 30 Aug 2018, 15:33
- Forum: Feature Requests
- Topic: My/Enemy Count Advantage
- Replies: 7
- Views: 1175
Re: My/Enemy Count Advantage
Plus, the check needs to be more complicated to account for bot class. For example, strategically speaking, is machinegun+sniper equal to assault+shotgun? Unlike resource counts where 2 resources = 2 resources. So you want to count sniper as two bots? Lol. Class doesn't matter, 4 bots are always go...
- 30 Aug 2018, 15:28
- Forum: Feature Requests
- Topic: The GateKeeper class
- Replies: 5
- Views: 753
Re: The GateKeeper class
Pls no.
- 30 Aug 2018, 15:25
- Forum: Strategies
- Topic: Adaptive Shield Reliance
- Replies: 7
- Views: 1669
Re: Adaptive Shield Reliance
I have a 1v1 engine that handles every matchup.
- 26 Aug 2018, 19:02
- Forum: Feature Requests
- Topic: Always regenerate machine gun
- Replies: 8
- Views: 999
Re: Always regenerate machine gun
Just nerf the Assault instead of buffing the mg.
- 23 Aug 2018, 13:20
- Forum: Feature Requests
- Topic: Carried resources
- Replies: 4
- Views: 627
Carried resources
It's really annoying that when a tagged resource is being carried, it is not visible anymore, so my request is to make resources visible when they are carried.
I would also like conditions for this like "is carried by" for self, allie and enemy.
I would also like conditions for this like "is carried by" for self, allie and enemy.
- 21 Aug 2018, 01:34
- Forum: Feature Requests
- Topic: QoL: Condition SubAIs
- Replies: 8
- Views: 928
Re: QoL: Condition SubAIs
Why not this?
- 20 Aug 2018, 23:51
- Forum: Bug Reports
- Topic: AI ticks aren't exactly 0.25s
- Replies: 15
- Views: 1773
Re: AI ticks aren't exactly 0.25s
Can confirm that the sniper is not shooting at the 12th tick every time.
- 01 Aug 2018, 00:32
- Forum: General Discussions
- Topic: CPU project. Making computer inside the collective mind
- Replies: 9
- Views: 1351
Re: CPU project. Making computer inside the collective mind
And then what?
Show me how to add.
Show me how to add.
- 16 Jul 2018, 11:07
- Forum: Release candidates
- Topic: Proposed leaderboard for alpha 14
- Replies: 10
- Views: 1771
Re: Proposed leaderboard for alpha 14
Why not count the most recent ghost as player activity? Maybe matching ghosts of inactive players against eachother could also help.
Or you just let them decay and/or disable them.
Or you just let them decay and/or disable them.
- 17 Jun 2018, 19:26
- Forum: Feature Requests
- Topic: Condition on the amount of time left
- Replies: 13
- Views: 1758
Re: Condition on the amount of time left
This is btw already possible with tags and around 50 nodes right now. I can post a screenshot after this got released.
- 04 Jun 2018, 12:06
- Forum: Feature Requests
- Topic: conditional subtrees
- Replies: 22
- Views: 3717
Re: conditional subtrees
You just need 1 tag and it takes 4 extra nodes besides the subtree.
- 01 Jun 2018, 22:25
- Forum: Feature Requests
- Topic: conditional subtrees
- Replies: 22
- Views: 3717
Re: conditional subtrees
This is easily possible with tags now. I use it in my AI a lot.
- 27 May 2018, 12:26
- Forum: Feature Requests
- Topic: Suggestions and Minor Bugs
- Replies: 19
- Views: 1892
Re: Suggestions and Minor Bugs
Pls no, that mockup looks extremely untidy.