Search found 68 matches

by masterplayer
16 Aug 2018, 13:22
Forum: Feature Requests
Topic: Improve duplicate with links
Replies: 4
Views: 415

Re: Improve duplicate with links

ElvenMonk wrote:I can't remember the case, when I didn't remove connections between copies.

+1
by masterplayer
16 Aug 2018, 13:19
Forum: Feature Requests
Topic: Reintroduce exclusive taging
Replies: 7
Views: 603

Re: Reintroduce exclusive taging

-1

Come on, you only need two more nodes.
by masterplayer
14 Aug 2018, 11:05
Forum: Bug Reports
Topic: Bug: instantiation order is used when evaluating previous action
Replies: 27
Views: 2330

Re: Bug: instantiation order is used when evaluating previous action

You want team tag conditions to rely on previous tick state? No. I explained why instantiation order still exists. This breaks the fairness of point-symmetrical maps. I want my AI to act symmetrical against itself in sandbox mode to avoid butterfly effects giving real blue / real red team an advant...
by masterplayer
14 Aug 2018, 10:39
Forum: Feature Requests
Topic: Bot plotting (free movement) concept, not in game
Replies: 46
Views: 2973

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

I, we can play this game as it is. I wasnt worried about us, you or me. Its to simplify a lot of things. For everyone. I am for ALL I am pretty sure this "free movement feature" would make Gladiabots even more complex. More options lead to more complexity. "blah full explanation blah...
by masterplayer
09 Aug 2018, 14:07
Forum: Bug Reports
Topic: Bug: instantiation order is used when evaluating previous action
Replies: 27
Views: 2330

Re: Bug: instantiation order is used when evaluating previous action

Does anyone care about the bug above? GFX47? Pier4r? Are you still alive?
by masterplayer
09 Aug 2018, 13:52
Forum: Feature Requests
Topic: Timer Delay for Action Nodes
Replies: 33
Views: 2233

Re: Timer Delay for Action Nodes

еее.jpg Logic of timers: 1) Timer node contain trigger and timer itself 2) When condition is true then trigger switching and timer start counting (every tick number -1) 3) After start condition will be ignored 4) If timer=0 reset this node and wait condition again 5) Regular executing nodes before ...
by masterplayer
09 Aug 2018, 13:30
Forum: Feature Requests
Topic: Bot plotting (free movement) concept, not in game
Replies: 46
Views: 2973

Re: Bot plotting (free movement) concept/proposal

too complex pipedream You must have misunderstood my point. I don't think it's too complex. Actually I think it would make many things much easier. Yet the game would be totally different. So different that it would become new game with quite different strategies, programming style, difficulty leve...
by masterplayer
09 Aug 2018, 13:14
Forum: Feature Requests
Topic: "Else" line in condition nodes
Replies: 25
Views: 1801

Re: "Else" line in condition nodes

GFX47 +1
else -1
by masterplayer
09 Aug 2018, 11:32
Forum: Feature Requests
Topic: Introduce a different look for attack/move lines
Replies: 4
Views: 440

Re: Introduce a different look for attack/move lines

+1 and an option to turn them off.
by masterplayer
09 Aug 2018, 11:28
Forum: Feature Requests
Topic: More options for movement and detection
Replies: 6
Views: 555

Re: More options for movement and detection

-1

Please don't make science out of a game.
by masterplayer
26 Jul 2018, 22:35
Forum: Bug Reports
Topic: Bug: instantiation order is used when evaluating previous action
Replies: 27
Views: 2330

Re: Bug: instantiation order is used when evaluating previous action

Instant team tags can be used to trick the "previous action reference", allowing your bots to send information downwards their instantiation order without any delay. First problem: Information sent upwards is recognized one tick later, breaking the symmetry of your team and eventually caus...
by masterplayer
22 Jul 2018, 12:33
Forum: Release candidates
Topic: Proposed leaderboard for alpha 14
Replies: 10
Views: 1226

Re: Proposed leaderboard for alpha 14

- inactive players displayed by default I disagree with this, I would like to see how I am doing against people that played recently, not being in a league filled by people that do not play. - 50 pts per inactive week plus 'minimum score = current league demotion score' [...] I am not thinking that...
by masterplayer
05 Jul 2018, 13:19
Forum: Bug Reports
Topic: Private Matches Deployment Issue
Replies: 14
Views: 1075

Re: Private Matches Deployment Issue

Can't reproduce this bug :( [...] Back in Alpha12 you created the match id and then deployed your bots. You were able to leave the match undeployed and see the match id in the menu. Then you could watch the replay with afk bots and see the map. However, in Alpha13 you first deploy your bots (team c...
by masterplayer
16 Jun 2018, 12:50
Forum: Tournaments
Topic: 25 Nodes And Below (NEW Node Tournament!)
Replies: 36
Views: 3054

Re: 25 Nodes And Below (NEW Node Tournament!)

Did you use private matches? Yes, because in the tournament only one match can be deployed. (bug?) Gtresd won over masterplayer. 1 win, 1 loss, 1 draw win (4bots - 3bots) Confirmed. :( My Shotgun was way too agressive. :mrgreen: Replays: 1007214, 1007215 and 1007216 (the "official" replay...
by masterplayer
10 Jun 2018, 20:41
Forum: Feature Requests
Topic: New way to deploy ghosts. Activate only those that are new personal best.
Replies: 25
Views: 1500

Re: New way to deploy ghosts. Activate only those that are new personal best.

Revenge wrote:I don't understand... Is there a problem with the way ghosts are now? It seems counterproductive to deploy less ghosts.

The more ghosts the more score inflation.

pier4r wrote:[...]

+1
by masterplayer
05 Jun 2018, 14:39
Forum: General Discussions
Topic: AI size challenge
Replies: 11
Views: 1070

Re: AI size challenge

So, masterplayer is winner with 9-node AI. [...] Masterplayer, would you like to take over the challenge? Why I don't want to take over the challenge: 1) it would be easier for others to beat my AI, because your AI is better at fighting 2) I'm too lazy to deploy many matches ;) With that said, here...

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