Search found 539 matches
- 13 Jun 2017, 00:45
- Forum: Release candidates
- Topic: Alpha 8.1
- Replies: 59
- Views: 4107
Re: Alpha 8.1
GFX, sent you the logs with a MyselfException on Split Team.
- 12 Jun 2017, 18:24
- Forum: Release candidates
- Topic: Alpha 8
- Replies: 45
- Views: 4830
Re: Alpha 8
I like the gtandstand haha. Symmetry is back to normal, nice one! The health/shield bars with different sizes feel a bit strange, I prefer the previous version. Map distribution got me 5 Barred out of 10 matches. Any estimatives for when random maps will be out? Overall, the update seems to be worki...
- 07 Jun 2017, 15:29
- Forum: General Discussions
- Topic: Link your email to a pre-alpha13 player account
- Replies: 834
- Views: 78612
Re: Cross-device sync temporary solution
Hey, GFX, I got a new phone, could you sync
T-800 (primary)
to
T-800-temp
?
Thanks!
T-800 (primary)
to
T-800-temp
?
Thanks!
- 19 Apr 2017, 11:55
- Forum: Feature Requests
- Topic: Randomly generated maps
- Replies: 34
- Views: 3705
Re: Randomly generated maps
That does sound more important indeed. Any chance we could have a vote then to replace 2 or 3 maps in Alpha 8 with community maps? If I'm not wrong, I imagine that adding/removing static maps is not a heavy task, so if you have some space in Alpha 8's backlog, would be nice to have some new content ...
- 18 Apr 2017, 15:04
- Forum: General Discussions
- Topic: Elo score boom
- Replies: 171
- Views: 19365
Re: Elo score boom
wow, I was surprised to see so many players above 2000 elo. I thought the inflation would have stabilised by now.
- 18 Apr 2017, 15:03
- Forum: Strategies
- Topic: how far can an universal ai reach
- Replies: 43
- Views: 5479
Re: how far can an universal ai reach
2122 (T-800) - no map detection at all, by the way
I forgot to update this a few months ago.
I forgot to update this a few months ago.
- 18 Apr 2017, 15:03
- Forum: Bug Reports
- Topic: Same teams, different sides, different results.
- Replies: 9
- Views: 1306
Re: Same teams, different sides, different results.
It's great this is in Alpha 8's TODO. Any improvements to any AI atm has a luck factor since you may be "improving" an AI that would have won if swapping sides.
- 18 Apr 2017, 15:03
- Forum: General Discussions
- Topic: New Unofficial Statistics page for Gladiabots! http://gladiabots-stats.info.tm
- Replies: 51
- Views: 5387
- 18 Apr 2017, 15:02
- Forum: Feature Requests
- Topic: Randomly generated maps
- Replies: 34
- Views: 3705
Re: Randomly generated maps
Any chance random maps will be in Alpha 8?
- 02 Mar 2017, 09:25
- Forum: General Discussions
- Topic: Extinction 2017 (March 1 Anomaly) [Solved]
- Replies: 5
- Views: 807
Re: Extinction 2017 (March 1 Anomaly)
Game is back, scaremongering is over.
- 01 Mar 2017, 19:55
- Forum: Feature Requests
- Topic: Too often i fall off the map while fleeing
- Replies: 10
- Views: 1066
Re: Too often i fall off the map while fleeing
I suggested this as a fix:
https://trello.com/c/CSUmYy4s/24-conditions-for-distance-from-static-points-of-the-map
"if edge is at short/mid/long range"
and
"if center is at short/mid/long range".
https://trello.com/c/CSUmYy4s/24-conditions-for-distance-from-static-points-of-the-map
- 01 Mar 2017, 11:57
- Forum: Feature Requests
- Topic: invert for ANY
- Replies: 1
- Views: 324
Re: invert for ANY
You can do that with 2 nodes:
If enemy not exists tagged 1 -----------> tag1 closest enemy
If enemy not exists tagged 1 -----------> tag1 closest enemy
- 28 Feb 2017, 21:58
- Forum: Feature Requests
- Topic: Reload process shouldn't be interrupted when changing the target
- Replies: 18
- Views: 1454
Re: Reload process shouldn't be interrupted when changing the target
harthag wrote:NullPointer wrote: There's a filter especifically for this.
I'm curious which filter you're referring to, specifically ...
SelfAttacking
- 28 Feb 2017, 21:37
- Forum: Feature Requests
- Topic: Reload process shouldn't be interrupted when changing the target
- Replies: 18
- Views: 1454
Re: Reload process shouldn't be interrupted when changing the target
Being able to micro-manage who you're targeting or fleeing from is the heart of the game. Simplifying this would take a good part of the fun away. It really doesn't take that many nodes to decide when to stay on the current target or not. There's a filter especifically for this. The complexity gap b...
- 28 Feb 2017, 10:49
- Forum: Bug Reports
- Topic: Frozen Bots
- Replies: 42
- Views: 3052
Re: Frozen Bots
It says "Division by 0" in the logs.
- 27 Feb 2017, 15:15
- Forum: Off topic
- Topic: Unity certification
- Replies: 8
- Views: 1025
Re: Unity certification
BTW, why Unity? Why not UnrealEngine? UnrealEngine doesn't seem like the best tool to make multi-platform games. I could not even run the sample projects in my Android phone because the deployment failed with an obscure error. I imagine what other issues I would have when building for other platfor...
- 25 Feb 2017, 17:56
- Forum: Strategies
- Topic: ♥ Replay alley ♥
- Replies: 177
- Views: 23968
Re: ♥ Replay alley ♥
Botique wrote:Today for me is big day. My first draw against KillThemAll on SplitTeam against T-800
355345
GG
I made an improvement in my AI because of this match and want a rematch

- 24 Feb 2017, 15:20
- Forum: Off topic
- Topic: Unity certification
- Replies: 8
- Views: 1025
Re: Unity certification
Interesting, thanks! Leaving the professional industry aside, in terms of learning the engine itself, what's the best material I could use? I learned Unity via examples only and I think I'm missing a few core concepts. For example, I use CharacterController and it feels very unreliable and my charac...
- 24 Feb 2017, 14:18
- Forum: Off topic
- Topic: Unity certification
- Replies: 8
- Views: 1025
Unity certification
Does anyone know how much is it worth in the professional gaming industry?
Unity Certified Developer certification: https://certification.unity.com/
Unity Certified Developer certification: https://certification.unity.com/
- 24 Feb 2017, 13:59
- Forum: Feature Requests
- Topic: Players that do not play in a day lose a few points
- Replies: 32
- Views: 2384
Re: Players that do not play in a day lose a few points
I'd like to keep the league score only impacted by elo computation, so real matches. I wouldn't want it to get "corrupted" by external factors like inactivity. The other thing is everyone doesn't always have time to play daily and I don't want to punish them for that. One week seems like ...