Search found 122 matches

by sethcohn
24 Jan 2017, 01:28
Forum: Strategies
Topic: One AI to rule them all versus customized per bot and or board
Replies: 22
Views: 2550

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

the lack of ability to focus on more important bots on certain maps (Mind Game being the worst offender), and the fact that it would be much harder to know when to snatch resources (although I'm currently not worried about that) It's actually not that hard... In practice mode, there is at least one...
by sethcohn
23 Jan 2017, 23:23
Forum: General Discussions
Topic: TeamTags & other
Replies: 17
Views: 1448

Re: TeamTags & other

Many of us agree with you. GFX said it was to reduce new user UI overwhelm. I'd rather it be a setting and unlocked. I still don't have team tags... And will have to grind 100k (well, 90k+ Right now) merely to get them.
by sethcohn
23 Jan 2017, 23:18
Forum: Strategies
Topic: One AI to rule them all versus customized per bot and or board
Replies: 22
Views: 2550

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

Only if the option is there for unlimited node/code.

Yes, with bot class checking, and map tests, you could likely shove it all into one program... but what if there was a (artificial) limit...

Only X nodes, or randomized maps, or only one type of bot, etc...
by sethcohn
23 Jan 2017, 20:42
Forum: Questions
Topic: MP: Both Teams, Same AI, One Wins?
Replies: 29
Views: 2353

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

Your AI does something that gives white a extra bump?

Most of my AI will tie themselves... killing each other at the same time.
by sethcohn
23 Jan 2017, 20:40
Forum: Feature Requests
Topic: Multiple tagged types
Replies: 0
Views: 494

Multiple tagged types

There is no way to right now to do something along the lines of "bottag 5 the ally units who are attacking the enemy bottagged 4" You can target (and tag) All allies who are attacking _any_ enemy. And you can find out if a particular tagged enemy has any allies attacking.. but you can't do...
by sethcohn
23 Jan 2017, 20:30
Forum: Strategies
Topic: BotTag
Replies: 4
Views: 587

Re: BotTag

I've "discovered" a really nifty way to use bot tags... I've share once I have the AI working well...

And now see the need for some way to query two usages at once...

Ie "tag2 the ally who is attacking the enemy tagged2", which isn't possible right now.
by sethcohn
23 Jan 2017, 20:26
Forum: Bug Reports
Topic: Moving vs Attacking
Replies: 25
Views: 2455

Re: Moving vs Attacking

I'm very proud that I've figured out ways to use the self-interrupting node... so please don't remove nodes like "Move toward the enemy I'm not moving toward" as there is a use case for it. "Attack the enemy I'm not attacking" is broken unless some attack begin instantly, though....
by sethcohn
23 Jan 2017, 04:30
Forum: Questions
Topic: Would People Throw Matches to Drop to Lower Leagues to Gain Xp?
Replies: 4
Views: 620

Re: Would People Throw Matches to Drop to Lower Leagues to Gain Xp?

I found I didn't have to throw matches, I just kept losing more often until I dropped into the next lower league, and gained more XP there... and then it happened again. I think that's the result of being matched with folks too high, you slide back until you float back... but the repeated dropping i...
by sethcohn
22 Jan 2017, 23:00
Forum: Bug Reports
Topic: Sound with Master Volume off
Replies: 8
Views: 722

Re: Sound with Master Volume off

Sorry, Android... and it was some time later that I got back to posting...
I'd say it was from launch, cause I hadn't changed any sound setting in a while...
and suddenly the UI was making noise... and then when I went to tutorial, suddenly there was music too.
by sethcohn
22 Jan 2017, 21:32
Forum: Strategies
Topic: ♥ Replay alley ♥
Replies: 177
Views: 20632

Re: Replay alley <3 [hot!]

206561 - first thing we do is take out the sniper... don't worry about anything else...
207436 - I'm telling you, these guys are storm troopers... don't worry about me, I'll get the resources
by sethcohn
22 Jan 2017, 21:12
Forum: Questions
Topic: How does matchmaking work?
Replies: 11
Views: 974

Re: How does matchmaking work?

I just spent an hour or more grinding to go from mid Level 4 to 5 (I was hoping to get to 6)... 90% of the losses (which were majority) were from high players with snipers and unlimited code. When I dropped from Master to Diamond league, my win ratio went back up, and I quickly climbed back into Mas...
by sethcohn
22 Jan 2017, 19:27
Forum: Strategies
Topic: ♥ Replay alley ♥
Replies: 177
Views: 20632

Re: Replay alley <3 [hot!]

Fun ones:
205899 - losing it right at the buzzer...
205819 - hey, not so fast there... you didn't win yet...
by sethcohn
22 Jan 2017, 18:05
Forum: Bug Reports
Topic: Moving vs Attacking
Replies: 25
Views: 2455

Re: Moving vs Attacking

re "attack enemy self is moving to"
ConsciouS-0nE wrote:Yes,

-does the node execute? -Yes
-does the node does its thing? -kinda
-is the node valid? -no (for me)


Then it's a bug. Maybe it should be
"attack enemy self WAS moving to" ?
if it invalidates itself as currently implemented.
by sethcohn
22 Jan 2017, 18:02
Forum: Bug Reports
Topic: Moving vs Attacking
Replies: 25
Views: 2455

Re: Moving vs Attacking

Yes, we disagree. Heck, why not make it all Turing Machine-ish and require huge amounts of nodes to do anything at all? Because it's a game, and gfx's goal is to maximize players, and adding stuff like 'counting' is already on the roadmap. This is a bug, not a feature.
by sethcohn
22 Jan 2017, 17:28
Forum: Bug Reports
Topic: Moving vs Attacking
Replies: 25
Views: 2455

Re: Moving vs Attacking

What are you saying shouldn't exist?

"attack enemy self is moving to" ?
by sethcohn
22 Jan 2017, 17:16
Forum: Bug Reports
Topic: Moving vs Attacking
Replies: 25
Views: 2455

Re: Moving vs Attacking

The above is interesting, but it's very different from what I'm describing as desired behavior. Your answer relies on stopping, actually hitting the target damaging them enough to lower shields and then moving closer, then damaging them more, repeat. Apples and oranges. (it also doesn't kill the tar...
by sethcohn
22 Jan 2017, 16:06
Forum: Bug Reports
Topic: Moving vs Attacking
Replies: 25
Views: 2455

Re: Moving vs Attacking

One solution would be to add a filter for "has fired on" rather than just "is attacking". So that filter wouldn't be true until the gun has fired. Attacking would be true during all of the aiming/etc, has fired wouldn't until the first round went off, then true until reset of att...
by sethcohn
22 Jan 2017, 15:57
Forum: Bug Reports
Topic: Moving vs Attacking
Replies: 25
Views: 2455

Re: Moving vs Attacking

Same problem, to be clear... net effect: bot limps towards target at half speed.
Screenshot_2017-01-22-09-54-33.png
Screenshot_2017-01-22-09-54-33.png (83.99 KiB) Viewed 1884 times
by sethcohn
22 Jan 2017, 15:51
Forum: Bug Reports
Topic: Moving vs Attacking
Replies: 25
Views: 2455

Re: Moving vs Attacking

I agree, I think this is not currently achievable, nothing delays.
Which is why I think it's a bug... the idea that the most simple loop of move/fire/move/fire isn't possible (and instead move,pause,move,pause happens) is a bug, not a feature.

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