Search found 170 matches

by MrChris
12 Oct 2017, 09:20
Forum: Devlog
Topic: Auto-redeploy on victory
Replies: 88
Views: 7975

Re: Auto-redeploy on victory

Please add me!
by MrChris
10 Oct 2017, 12:21
Forum: Feature Requests
Topic: Ability to detect which module an allly is in.
Replies: 15
Views: 1401

Re: Ability to detect which module an allly is in.

At the moment it's impossible to detect easily if a specific ally is attacking a sniper. GFX could probably implement some kind of complex filtering mechanism to add this, but with this mechanism it would be simple: If medium range enemy is in [attacking-sniper-module]. Instead of modules it would b...
by MrChris
09 Oct 2017, 22:27
Forum: Feature Requests
Topic: Number of units infront/behind unit
Replies: 5
Views: 763

Number of units infront/behind unit

It would be great if we could count the number of enemies/allies in front of or behind the current unit.
by MrChris
09 Oct 2017, 16:08
Forum: Feature Requests
Topic: Add "New Target" button next to each target type on "SELECT A TARGET" screen.
Replies: 0
Views: 850

Add "New Target" button next to each target type on "SELECT A TARGET" screen.

Add "New Target" button next to each target type on "SELECT A TARGET" screen.

This would save a 2-3 clicks and speed up the process of adding new nodes, which matters a lot when you're making a lot of changes. It would also make the interface feel snappier.
by MrChris
09 Oct 2017, 16:03
Forum: Feature Requests
Topic: Ability to detect which module an allly is in.
Replies: 15
Views: 1401

Re: Ability to detect which module an allly is in.

GFX47 wrote:
evilgeenius2 wrote:I'm guessing that it would be fairly trivial to implement?


Please. Don't.


Yeah, sorry about that. I meant that detecting which module an enemy is in would be trivial relative to the work required to implement a tagging system.
by MrChris
06 Oct 2017, 18:36
Forum: Feature Requests
Topic: Ability to detect which module an allly is in.
Replies: 15
Views: 1401

Re: Ability to detect which module an allly is in.

If instant tags are executed within the tree but then nodes after them are still tested, then that would work well too.
by MrChris
06 Oct 2017, 18:09
Forum: Feature Requests
Topic: Ability to detect which module an allly is in.
Replies: 15
Views: 1401

Re: Ability to detect which module an allly is in.

sollniss wrote:Isn't that what instant tags would do?


I don't know as I'm not sure how they work, but my guess is you still have the complexity of managing tags? untagging etc...

Aren't tags for tagging random things in the world? Whereas this feature is just about communicating the current state of the bot
by MrChris
06 Oct 2017, 14:59
Forum: Feature Requests
Topic: Ability to detect which module an allly is in.
Replies: 15
Views: 1401

Ability to detect which module an allly is in.

I request the ability to detect/filter which module an ally is in. If ally is in [module name], then... E.g. If 3 medium range allies are in [pushing-hard] module then.... If 2 long range allies are in [retreating-like-a-mofo] module then.... If 3 out of range units are in the [pincer-formation] mod...
by MrChris
06 Oct 2017, 13:36
Forum: Feature Requests
Topic: Jump to end of game
Replies: 3
Views: 472

Re: Jump to end of game

Also, it gives lower elo players the chance to skip matches against much higher ones. Some may find it annoying that they have to watch it.
by MrChris
06 Oct 2017, 13:17
Forum: Feature Requests
Topic: Jump to end of game
Replies: 3
Views: 472

Jump to end of game

Now that the leagues have changed and we can play against players with much lower elos, it would be nice if there was an option within a match to jump to the end of the match and see the result. If i'm playing against a 1600+ player then it's extremely likely that I'll win and I probably won't learn...
by MrChris
06 Oct 2017, 11:24
Forum: Bug Reports
Topic: Filter settings wiped
Replies: 1
Views: 426

Filter settings wiped

When adding a new node I usually pick the settings in the "FILTERS" section first and then choose the "SELECTION". The problem with 10.3 is that it wipes the FILTERS the first time you change the SELECTION. This is quite irritating and there is no reason for it to be like that. A...
by MrChris
06 Oct 2017, 11:22
Forum: Release candidates
Topic: Alpha 10.3
Replies: 71
Views: 8547

Re: Alpha 10.3

Got a Linux Version?
by MrChris
03 Oct 2017, 14:15
Forum: Feature Requests
Topic: Add Detect Distance to Red Zone
Replies: 18
Views: 1627

Re: Add Detect Distance to Red Zone

This would add a layer of complexity to the game which wouldn't be fun to deal with.

If you don't want to be pushed into the wall then figure out how to be more aggressive/pushy. This is what the game is all about.
by MrChris
02 Oct 2017, 07:04
Forum: Feature Requests
Topic: Modification to counting
Replies: 2
Views: 463

Modification to counting

I propose a change to the new counting ability in order to simplify how it can be used in our AIs. At the moment if you want to perform an action when at-least 3 enemies are attacking then it requires 3 nodes like this which is overly complicated: If enemy attacking, If enemy attacking is not count ...
by MrChris
01 Sep 2017, 18:32
Forum: Feature Requests
Topic: Re-Request Clipboard
Replies: 3
Views: 435

Re: Re-Request Clipboard

1. Press and hold node to special select It
2. Press 'Make subtree' to make this and all child nodes into a new subtree
3. Profit
by MrChris
01 Sep 2017, 18:28
Forum: Feature Requests
Topic: Weight Classes
Replies: 14
Views: 1109

Re: Weight Classes

I think the focus of the game should be about creating the best AI, not the prettiest or the smallest ....
by MrChris
28 Aug 2017, 23:05
Forum: Feature Requests
Topic: Smooth list scrolling on mobile
Replies: 7
Views: 781

Re: Smooth list scrolling on mobile

I think this update works pretty well and makes it easier to quickly scroll large lists. My only issue with it is that it doesn't pickup fast scroll actions on my mobile - it just ignores them
by MrChris
27 Aug 2017, 22:16
Forum: Bug Reports
Topic: Can't drop resources
Replies: 12
Views: 1079

Re: Can't drop resources

When can we see this fix? I'm losing a lot of point because of it
by MrChris
27 Aug 2017, 01:16
Forum: Bug Reports
Topic: Can't drop resources
Replies: 12
Views: 1079

Re: Can't drop resources

I've just seen this issue to on 9.3. Replay 762026

The SG definitely should have dropped the resource just before it was destroyed

The drop resource node is red

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