Search found 93 matches

by HBomb
26 Dec 2016, 19:08
Forum: Strategies
Topic: What is the process of evolution/development of your AIs?
Replies: 19
Views: 1875

Re: What is the process of evolution/development of your AIs?

1. Make AI.
2. Feel smart.
3. Get rekt
4. Make a small change.
5. Probably still get rekt.
6. Make a whole subroutine.
7. Win a fight.
8. Go to step 2.
by HBomb
26 Dec 2016, 18:45
Forum: Strategies
Topic: How do you use subroutines?
Replies: 15
Views: 2743

Re: How do you use subroutines?

You should definitely take each one of those little sections of yours and put it in its own subroutine. 1. Splitting up your display helps reduce the lag gained from large trees. 2. What feels small now may need large improvements later. Why fiddle with a large tree when you can modify on a focused ...
by HBomb
26 Dec 2016, 16:26
Forum: Questions
Topic: Brawn over brains.
Replies: 7
Views: 843

Re: Brawn over brains.

CoD... attack closest short range, attack weakest shield med range, attack weakest shield long range, don't flee if short/med range enemy exists. Don't use tags. I owe you one. While I had to break my "one ai fits all" philosophy, I can win at least some of these games now. Thank you :) S...
by HBomb
26 Dec 2016, 12:58
Forum: Questions
Topic: Brawn over brains.
Replies: 7
Views: 843

Brawn over brains.

Right, I cave. I can't handle fights on mind games, barred spiral and most of all that god forsaken circle of death. My AI just doesn't have time to think! I need advice.

How do you guys handle these maps?
by HBomb
25 Dec 2016, 21:20
Forum: General Discussions
Topic: My feelings about gladiabots tactics since alpha 4.X
Replies: 12
Views: 1955

Re: My feelings about gladiabots tactics since alpha 4.X

I had a hunch along these lines, but thank you for formalizing and wording it properly. I guess this is also a mathematical reason why the newcomers tend to win and climb, and oldies must completely change to keep up.
by HBomb
25 Dec 2016, 21:10
Forum: Strategies
Topic: Sniper Ai + mechanics question
Replies: 5
Views: 1405

Re: Sniper Ai + mechanics question

pier4r wrote:https://www.reddit.com/r/Gladiabots/wiki/alpha5_2/math_analysis_bot_fights


I needed this in my life. Thank you
by HBomb
25 Dec 2016, 18:21
Forum: Strategies
Topic: Tip: Plan your escape.
Replies: 11
Views: 1236

Re: Tip: Plan your escape.

If I could figure out how I could retreat my dudes without getting clusterfucked I'd be happy. If they're clusterfucked it's too late. Control the battle before you get to that stage by pushing more, or using a team target to focus on a weak enemy. Also, if you have any grouping nodes, loosen them ...
by HBomb
25 Dec 2016, 17:25
Forum: Strategies
Topic: Tip: Plan your escape.
Replies: 11
Views: 1236

Re: Tip: Plan your escape.

If I could figure out how I could retreat my dudes without getting clusterfucked I'd be happy. If they're clusterfucked it's too late. Control the battle before you get to that stage by pushing more, or using a team target to focus on a weak enemy. Also, if you have any grouping nodes, loosen them ...
by HBomb
25 Dec 2016, 15:52
Forum: Questions
Topic: NotTag1 AND NotTag2?
Replies: 17
Views: 1379

Re: NotTag1 AND NotTag2?

So, without really thinking too hard about this. Maybe using notbottag1 and notteamtagA will solve your issue? You can get an and condition between tag1 and tagA. Sorry, if I don't make sense. I'm a little drunk and stuffed with food and not really thinking straight. Hey bro! Me too! A very Merry C...
by HBomb
25 Dec 2016, 14:02
Forum: Strategies
Topic: Tip: Plan your escape.
Replies: 11
Views: 1236

Tip: Plan your escape.

With the addition of subroutines, I'd like to offer a little optimisation for a subroutine I recommend: running away. When you retreat, you could simply "run from nearest enemy" until you feel safe. But what if your only enemy in long range is a shotgun? Or the assault that you're scared o...
by HBomb
25 Dec 2016, 12:23
Forum: General Discussions
Topic: Why remove current target?
Replies: 10
Views: 1007

Re: Why remove current target?

There is a fairly painless way to create a completely exact "current target" system using the new tags. Change all your initial "attack" nodes to exclusive bot tag nodes with the same conditions. Then, prior to all the resulting bot tag nodes, add one node to attack that spcific...
by HBomb
24 Dec 2016, 21:18
Forum: Release candidates
Topic: Alpha 6.1.3
Replies: 34
Views: 3115

Re: Alpha 6.1.3

mcompany wrote:<snip>
"It eventually becomes a waste of time"
<snip>


My bots set anywhere between 1 and 4 new tags every single engagement. Do you really notice it that much, as an opponent?
by HBomb
24 Dec 2016, 21:03
Forum: Feature Requests
Topic: Request to Bring Back "Currently Targeted"
Replies: 11
Views: 1199

Re: Request to Bring Back "Currently Targeted"

Alright, calm down. No need for "it would do you well to listen". I agree with you that it should be left in, but getting a bit entitled as a tester and threatening to quit because something is exactly how you want it is a bit much. You can still do everything you can before, it just takes...
by HBomb
24 Dec 2016, 17:35
Forum: Release candidates
Topic: Alpha 6.1.3
Replies: 34
Views: 3115

Re: Alpha 6.1.3

NullPointer wrote:- Can be used to simulate a stateful AI


Can confirm. 4/5 of my team tags are basically states and are doing the world of good.

This level of persistence is a definite game changer for macro management/strategies.
by HBomb
24 Dec 2016, 15:30
Forum: Strategies
Topic: using tags
Replies: 5
Views: 1603

Re: using tags

How can I avoid changing my target all the time when a priority enemy (tagged A) is getting into long range/out of range all the time. If I may offer my solution: 2 Subroutines: one for attacking tag1 and one for tagging enemies with 1, in that order. The attacking sub decides when to disengage fro...
by HBomb
24 Dec 2016, 01:08
Forum: Bug Reports
Topic: Possible memory leak in AI editor
Replies: 2
Views: 480

Re: Possible memory leak in AI editor

I will monitor it over the next session and get back to you, but I can only see to the nearest 100mb. I guess memory leak is my go-to problem if a game slows down over time in a particular area. Can't say I'd know what else it would be. I don't know if it was present before version 6 because I just ...
by HBomb
24 Dec 2016, 00:41
Forum: Release candidates
Topic: Alpha 6.1.3
Replies: 34
Views: 3115

Re: Alpha 6.1.3

OK guys, I think it's time to go live with 6.1. I'll take a one week break to spend some time with my family and enjoy the end of the year. I'll continue to check the forum and try to find some time to answer. No dev before next year though ;) 6.1.3, right? I miss people... Also, enjoy the break. Y...
by HBomb
23 Dec 2016, 22:48
Forum: Release candidates
Topic: Alpha 6.1.3
Replies: 34
Views: 3115

Re: Alpha 6.1.3

I only know of this because my game just complained that it was too out of date for multi-player on patch 6.1.2.

Now I'm curious... Do the people with the Android store version get this notification? Or is it just those with test builds that aren't the latest?
by HBomb
23 Dec 2016, 21:46
Forum: Bug Reports
Topic: Possible memory leak in AI editor
Replies: 2
Views: 480

Possible memory leak in AI editor

Platform: Android (HTC 10) Version: 6.1.2 (problem noticable since 6) Having gone mad remodelling my AI to use tags and spent two hours in the AI Editor, I noticed everything grinding to a halt. Just like when I had a single subroutine with 150 nodes in, except it persists through small and large su...
by HBomb
23 Dec 2016, 21:28
Forum: Feature Requests
Topic: color of teams
Replies: 17
Views: 1577

Re: color of teams

Honestly, this swapping team sides in click sounds like a lot of work for GFX with very little and temporary gain for us. Separating training and effective AI sounds reasonable since the problem can occur repeatedly and is arguably counter-intuitive. I vote for this, but against the prior as unneces...

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