Search found 122 matches

by sethcohn
26 Jan 2017, 01:28
Forum: Feature Requests
Topic: conditional subtrees
Replies: 22
Views: 3479

Re: conditional subtrees

Updated above with demo AI
by sethcohn
25 Jan 2017, 20:50
Forum: General Discussions
Topic: LAAAAG!
Replies: 13
Views: 1167

Re: LAAAAG!

I think it's your replays... seems fast to me.
by sethcohn
25 Jan 2017, 20:04
Forum: Feature Requests
Topic: conditional subtrees
Replies: 22
Views: 3479

Re: conditional subtrees

Good idea, there are still some parts of my AIs I can't reuse because subtrees can't have children nodes and need to end in an Action. Maybe we could have a Return Action. Actually, I'm using bot tags to implement the equivalent of return actions. I need to refine it better and do a illustration. e...
by sethcohn
25 Jan 2017, 19:29
Forum: Feature Requests
Topic: conditional subtrees
Replies: 22
Views: 3479

Re: conditional subtrees

What he said. Good illustration.
by sethcohn
25 Jan 2017, 19:07
Forum: Feature Requests
Topic: Randomly generated maps
Replies: 34
Views: 3643

Re: Randomly generated maps

I envision this (might conflict with ideas above) Random map... If resources _and_ bases exist... then score matters. If no resources exist then bases might exist or not, but it's still Elimination play (Spiral set that precedent) Placement is random, _and_ bot types are random. Player's only input ...
by sethcohn
25 Jan 2017, 16:11
Forum: Questions
Topic: Bot stats
Replies: 59
Views: 6064

Re: Bot stats

HDeffo wrote:Please note there are a few unmentioned stats. AI refresh speed of all bots except shotgun is .5 seconds where as shotgun is .25 seconds.


Aren't all bots now ticking at .25?
by sethcohn
25 Jan 2017, 16:03
Forum: General Discussions
Topic: What kind of player are you?
Replies: 71
Views: 11523

Re: What kind of player are you?

Indeed, if it would be a fully featured language then the creativity or hard work would be less rewarded. It is like saying that geometry on the plane is not difficult, but if you have only compass and straight edge, it is. That's the fun. Speaking of fun with compass and straight edge, Try http://...
by sethcohn
25 Jan 2017, 15:58
Forum: Questions
Topic: MP: Both Teams, Same AI, One Wins?
Replies: 29
Views: 2525

Re: MP: Both Teams, Same AI, One Wins?

You should still do the left right fix... it would still solve the problem of symmetric maps where it's possible the AI could win as one side and lose on the other, against the same competition.
by sethcohn
25 Jan 2017, 15:42
Forum: Feature Requests
Topic: conditional subtrees
Replies: 22
Views: 3479

Re: conditional subtrees

As I mentioned on the trello card, require these AI to begin and end with a single connector, and then it shouldn't be hard to implement Think of a complex and/or setup, turning it into a simple subnet rather than rebuilding it each time. "If A And B and not C and not D but if E then" If y...
by sethcohn
25 Jan 2017, 15:10
Forum: Questions
Topic: MP: Both Teams, Same AI, One Wins?
Replies: 29
Views: 2525

Re: MP: Both Teams, Same AI, One Wins?

That assumes perfect symmetry of all boards... which isn't true on kingmaker (the dual rows on one side, not 3 to the left, 3 to the right) for example... You would still see differentiation of the teams.
by sethcohn
25 Jan 2017, 07:07
Forum: Feature Requests
Topic: Delete multiple nodes at once
Replies: 5
Views: 738

Re: Delete multiple nodes at once

+1
by sethcohn
25 Jan 2017, 06:39
Forum: Strategies
Topic: Fun but not competitive ideas/tricks
Replies: 2
Views: 667

Fun but not competitive ideas/tricks

If you come across something in a code fragment that isn't really useful but is still fun or otherwise worth sharing, post it here. I'll start: I present the famous ball dribbling Harlem Globots! HarlemGlobots.png If you use this as your cleanup routine, the bots will go out and grab the resources a...
by sethcohn
25 Jan 2017, 05:31
Forum: Strategies
Topic: ♥ Replay alley ♥
Replies: 177
Views: 22954

Re: Replay alley <3 [hot!]

215747 - Level 3 singular AI and I still am not quite sure how this "sneak up behind em" trick is working... I didn't plan this, but damn.... 215763 - same AI (not map specific at all), and I continue to gawk at the great behaviors... this time, a team refuses to leave the enemy base, maki...
by sethcohn
25 Jan 2017, 05:09
Forum: Strategies
Topic: Video Contest
Replies: 46
Views: 3539

Re: Video Contest

[youtube]CJWcl2NrR2w[/youtube]

I decided this was worthy of saving...
Triforce Hero! One lone bot stands against 6... and wins!

(Obviously from practice runs... so I can't just share a replay id)

[This is a Level 3 AI, all assault bots, no tags]
by sethcohn
25 Jan 2017, 02:03
Forum: Manual
Topic: XP / Player level
Replies: 72
Views: 19774

Re: XP / Player level

It's amazing how _quickly_ you get used to the filters and actions... I was trying to manual copy over an AI to my original account on my laptop (which is only level 2 right now... so it lacks most of the action filters...) I've already said this... but the more limited the programming at lower leve...
by sethcohn
25 Jan 2017, 00:57
Forum: Bug Reports
Topic: Sound with Master Volume off
Replies: 8
Views: 763

Re: Sound with Master Volume off

Yes, I just checked (I tend to run tablet with sound turned down to zero) Turned it up, and it was making background noises... I visited the settings page and it stopped (all of the sound checkboxes were off)

log sent.
by sethcohn
24 Jan 2017, 06:43
Forum: Bug Reports
Topic: AllyMovingTo filter not working?
Replies: 2
Views: 416

Re: AllyMovingTo filter not working?

Ok, did some test cases, and figured out the broken bit: If Closest Enemy Not IsAllyMovingTo works correctly. (test case: teamplay map, bots not in use set to idle, bot1 is going to find closest enemy, enemy is idle) Bot2: If Closest Enemy Not IsAllyMovingTo triggers correctly Retried with Furthest,...
by sethcohn
24 Jan 2017, 04:52
Forum: Bug Reports
Topic: AllyMovingTo filter not working?
Replies: 2
Views: 416

AllyMovingTo filter not working?

corrected below... deleting incorrect summary here...
It looks like this fails:

If Closest Enemy Not IsAllyMovingTo [no, this works , see below]
or even If Any Enemy Not Is AllyMovingTo [correct, this fails to work as expected]
by sethcohn
24 Jan 2017, 04:21
Forum: Strategies
Topic: One AI to rule them all versus customized per bot and or board
Replies: 22
Views: 2748

Re: One AI to rule them all versus customized per bot and or board

pier4r wrote:After enough nodes the editor and the game lags a lot, I would say that around 100 is the limit


Total for the AI or in one screen? (ie using subtrees, this isn't an issue?)
by sethcohn
24 Jan 2017, 01:34
Forum: Questions
Topic: Need information about tags.
Replies: 2
Views: 510

Re: Need information about tags.

1) error, the node fails. (conversely, if you later remove the tag, this node now becomes valid. (that can work for good or bad) 2) Exclusive removes the tag from all other of the same type. (this and only this has tag X) 3) each bot is unique pool, and can't see the other bot's tag, even on enemies...

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