Search found 68 matches

by masterplayer
07 Mar 2019, 21:21
Forum: Questions
Topic: Counting and tick relationship and decisions
Replies: 2
Views: 742

Re: Counting and tick relationship and decisions

Tags and counters are adjusted instantly. If a node in your AI says "tag myself x" every condition "if myself tagged x" executed after this node will be returned as true. I highly recommend you not to use "tag x" in a tree below "if myself tagged x" to prevent...
by masterplayer
01 Mar 2019, 20:41
Forum: Feature Requests
Topic: new color for bot counters
Replies: 2
Views: 616

Re: new color for bot counters

Resource-related nodes are yellow, aren't they? :? Whatsoever your purple color fits better to the team counters. Well done! :)
by masterplayer
28 Feb 2019, 22:53
Forum: Feature Requests
Topic: new color for bot counters
Replies: 2
Views: 616

new color for bot counters

I thought that I would get used to it, but the light green bot counters still hurt my eyes :oops:

Could you change it to orange, for example?
by masterplayer
03 Feb 2019, 20:51
Forum: Feature Requests
Topic: Option to disable tips after losing
Replies: 1
Views: 315

Option to disable tips after losing

The tips after losing a match will definitely help beginners to improve. However in GM league they are kind of mocking me. :oops:

It would mean a lot to me, if you could add a little checkbox in the settings menu to deactivate the tips after losing a match or generally disable them in GM league.
by masterplayer
27 Jan 2019, 11:52
Forum: Strategies
Topic: Tagging to target different resources
Replies: 7
Views: 1680

Re: Tagging to target different resources

What ways do you use to avoid multiple bots chasing the same resource? I use the nodes below to solve this problem. Put the "untag A" node at the very beginning of your AI to prevent bugs. If you want to save a few ticks, you will have to duplicate all nodes and replace all "teamtag ...
by masterplayer
27 Jan 2019, 10:49
Forum: Feature Requests
Topic: Translate offer
Replies: 4
Views: 735

Re: Translate offer

I could offer you a German translation, although I believe that everyone should learn to code in English. Just send me an Email if you want my support.
by masterplayer
27 Jan 2019, 10:42
Forum: Feature Requests
Topic: Aiming filter
Replies: 2
Views: 1088

Re: Aiming filter

Forget about it. Just did it with counters 8-)
by masterplayer
14 Jan 2019, 05:23
Forum: Bug Reports
Topic: Minor. Not urgent. Ghosts not picked anymore?
Replies: 4
Views: 2074

Re: Minor. Not urgent. Ghosts not picked anymore?

I'll be back! :twisted:

*Terminator reference intended*

I'm proud of you, my ghost, surviving almost a whole year without me and holding my former ELO. They grow up so fast... :cry:
by masterplayer
05 Jan 2019, 23:21
Forum: Feature Requests
Topic: Create New AI option when dragging out a Sub-AI node.
Replies: 2
Views: 1037

Re: Create New AI option when dragging out a Sub-AI node.

+1

This has been requested a long time ago.
by masterplayer
05 Jan 2019, 23:09
Forum: Feature Requests
Topic: Aiming filter
Replies: 2
Views: 1088

Re: Aiming filter

Being able to decide between "firing" and "not firing" would be awesome. You could tell your bots to shoot x times (without plenty of tags counting ticks). IMO 6 different states of aiming are too many. 5 different states of recharging are not necessary, since we have the "n...
by masterplayer
05 Jan 2019, 22:40
Forum: Feature Requests
Topic: Jump to active module
Replies: 6
Views: 919

Re: Jump to active module

+1
by masterplayer
25 Aug 2018, 22:35
Forum: Strategies
Topic: ♥ Replay alley ♥
Replies: 177
Views: 22646

Re: ♥ Replay alley ♥

#1202216 :oops:
by masterplayer
24 Aug 2018, 22:49
Forum: Feature Requests
Topic: "Else" line in condition nodes
Replies: 25
Views: 2550

Re: "Else" line in condition nodes

Monger81 wrote:Well, this bears the question why tagging behaves differently, at all. Tagging could require aiming, or could wear off, or could have a cooldown effect, or...it feels kind of cheap that it doesnt require time.

We had this. Tagging was kind of useless back then.
by masterplayer
24 Aug 2018, 22:46
Forum: Feature Requests
Topic: Bot plotting (free movement) concept, not in game
Replies: 46
Views: 4131

Re: Bot plotting (free movement) concept, not in game

Monger81 wrote:I guess the whole point of an AI is that it can adopt to different environments. Hardcoded positions would break the whole concept.
On the other hand, relative instructions (stay away from walls/open spaces) could be interesting.

+1
by masterplayer
23 Aug 2018, 19:51
Forum: Feature Requests
Topic: Carried resources
Replies: 4
Views: 574

Re: Carried resources

+1
by masterplayer
23 Aug 2018, 19:32
Forum: Feature Requests
Topic: The negation cross is too fat for videos
Replies: 3
Views: 548

Re: The negation cross is too fat for videos

I would prefer thin solid lines, too. :)
by masterplayer
23 Aug 2018, 19:26
Forum: Devlog
Topic: Going 100% multiplayer
Replies: 27
Views: 3412

Re: Going 100% multiplayer

You could incentivize multiplayer by having later campain levels unlocked only after you reach certain leagues. For examle: Chapter 4 and 5 after you reach Gold 6 and 7 in Platinum 8 and 9 in Diamond 10 in Master +1 and a purchase with unlock points to unlock all campaign levels for the players who...
by masterplayer
16 Aug 2018, 13:24
Forum: Feature Requests
Topic: End of battle stats
Replies: 7
Views: 1104

Re: End of battle stats

+1

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