Alpha 5.3(.0)

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Chunkymonkey
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Re: Alpha 5.3 Release Candidate

Post#21 » 07 Dec 2016, 04:01

I thought that the new matching algorithm was supposed to use the oldest matches first?

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Kanishka
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Re: Alpha 5.3 Release Candidate

Post#22 » 07 Dec 2016, 06:44

Solo Mission Teamplay > Enemy Bots sort of tap dance before defeat.
Fixes break an AI more than bugs do. :ugeek:

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ntk
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Re: Alpha 5.3 Release Candidate

Post#23 » 07 Dec 2016, 08:21

Screenshot_2016-12-07-08-12-05-960x540.jpeg
Screenshot_2016-12-07-08-12-05-960x540.jpeg (130.98 KiB) Viewed 1312 times


I think it will become a personal thing :mrgreen:


There is litle playes in alpha 5.3
The AI is more simple, like 5-6 node
I got only 4 AI and use in each map... in future what appen?

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Ritter Runkel
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Re: Alpha 5.3 Release Candidate

Post#24 » 07 Dec 2016, 08:26

I migrated to 5.3 :D

As far as I can say after my first three matches, it becomes way more crowded and bots are behaving more AI-like. It's not that much choreographed like it was before (especially) the sniper levels. When playing against another player everything after 10 second is unpredictable, so the best decisions wins the match. I like that.

A little bit hard to get a feeling of the new role of the as special classes. But this will come for sure.

So my very first impression is a big thumbs up. Will see the next days. I hope that I don't need that many specialised bots like before.

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Chunkymonkey
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Re: Alpha 5.3 Release Candidate

Post#25 » 07 Dec 2016, 11:26

ntk wrote:Screenshot_2016-12-07-08-12-05-960x540.jpeg

I think it will become a personal thing :mrgreen:


There is litle playes in alpha 5.3
The AI is more simple, like 5-6 node
I got only 4 AI and use in each map... in future what appen?


Hehe... I had 10 games spam queued. Of course there'll be 5 games in a row. :D

Things will be better with more players I think.

:shock: my AI are waaaaay bigger than 6 nodes. I probably have too much fluff that I don't need though.

I need to figure out a way to deal with your dancers. :geek:

pier4r
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Re: Alpha 5.3 Release Candidate

Post#26 » 07 Dec 2016, 11:59

Questions:
(a) with the release candidate does one lose the AIs ?
(b) are the scores are starting from zero again?
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ConsciouS-0nE
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Re: Alpha 5.3 Release Candidate

Post#27 » 07 Dec 2016, 12:07

@peir
Nope. I havent deleted my gladiabots since 4.x


@gfx the matchmaking really sucks where back at 4.x you identify enemies by match 1-5or+ depends when you catch all of their pending.

Screenshot_2016-12-07-20-00-24.png
Deployed more couple test matches
Screenshot_2016-12-07-20-00-24.png (116.6 KiB) Viewed 1295 times

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Re: Alpha 5.3 Release Candidate

Post#28 » 07 Dec 2016, 12:18

well if the matches are fast, why not? Ah because one gets "picked up" , understand.

Thanks conscious, I'll install the 5.3 then.

edit: cannot install. Even allowing unknown sources, the system tries to install the update but then it says "was not installed". I wait the playstore.

edit2: so on the nvidia k1 the update fail, on the lenovo a816 it works. So I'll try from there.
Last edited by pier4r on 07 Dec 2016, 12:35, edited 1 time in total.
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NullPointer
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Re: Alpha 5.3 Release Candidate

Post#29 » 07 Dec 2016, 12:32

GFX, putting AIs against themselves is still not drawing, the issue was not the collision system.

I have a strong feeling this is happening because of how targets are selected when they are at the same distance and you select the Closest, or something similar to this. This is most noticeable at Meeting Point where the AI was selecting a different target depending on which side it was.

This issue also happens in Seven Wonders and Starving as far as my test goes, so it's unlikely to be related to the maps themselves.

pier4r
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Re: Alpha 5.3 Release Candidate

Post#30 » 07 Dec 2016, 12:41

So first test. Android 4.4. As other reported, The "play button" for the first game in multiplayer was greyed out.

2. In the first league the promotion required score is 1100 points but there are many players shown with 1100+ so this is confusing because one would say "why are them still in league1?". It seems that the system is contradictory.
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ConsciouS-0nE
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Re: Alpha 5.3 Release Candidate

Post#31 » 07 Dec 2016, 13:03

The current issues are on trello roadmap you guys can check them out.
And if its not there and you think you found a new problem snatch them up here.

Or maybe gf can put em here, I can do it too but laxy af.

ntk
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Re: Alpha 5.3 Release Candidate

Post#32 » 07 Dec 2016, 13:32

Sometimes bots freeze then match go.
Note: i see the math at full speed :mrgreen: then if i want see something i rewatch slow

For litle players online if enable private math for fun the problem of can't test AI will be close

pier4r
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Re: Alpha 5.3 Release Candidate

Post#33 » 07 Dec 2016, 13:41

ntk there are few players online because it is a release candidate and this forum is not as visible as a windows store or play store on android. So it is already enough that there is someone there playing. In league 1 we are 2 guys, one with very good assaults bots (I did all from scratch). I lost 8 times.
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Christian
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Re: Alpha 5.3 Release Candidate

Post#34 » 07 Dec 2016, 13:58

I wait for the playstore version. Gonna have to learn again how to use assault bots. I hope I will be able to reach/stay in the 4th league. :?

pier4r
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Re: Alpha 5.3 Release Candidate

Post#35 » 07 Dec 2016, 14:10

Is nothing difficult, it is like a less powerful mg. The problem is that with the lenovo a816 I had exactly zero AI and I decided to start from scratch, from memory, I got obliterated by "sunwayTaihuLight" with very nice tactics. Now I'm waiting and in the meanwhile I test within my AIs.

The real challenge will be, and I already foresee a lot of specialized Ais for single bots, handling mg/snipers/sg with assaults.
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Kanishka
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Re: Alpha 5.3 Release Candidate

Post#36 » 07 Dec 2016, 14:19

pier4r wrote:Is nothing difficult, it is like a less powerful mg. The problem is that with the lenovo a816 I had exactly zero AI and I decided to start from scratch, from memory, I got obliterated by "sunwayTaihuLight" with very nice tactics. Now I'm waiting and in the meanwhile I test within my AIs.

The real challenge will be, and I already foresee a lot of specialized Ais for single bots, handling mg/snipers/sg with assaults.


You tested it all right. Your AI just spanked my ass.
Fixes break an AI more than bugs do. :ugeek:

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pier4r
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Re: Alpha 5.3 Release Candidate

Post#37 » 07 Dec 2016, 15:07

First games assault vs assault + shotgun, not bad. Quite interesting as soon as the AI on the other side does not get too optimized.

Feedback (not in trello as far as I can see): the leaderboard does not update itself even if I click. I won 3 times (and lost one billion) but it still reports one win.
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pier4r
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Re: Alpha 5.3 Release Candidate

Post#38 » 07 Dec 2016, 15:35

pier4r wrote:Feedback (not in trello as far as I can see): the leaderboard does not update itself even if I click. I won 3 times (and lost one billion) but it still reports one win.


Ehm actually the leaderboard did update. But only counting my defeats. In the meanwhile I had 2 draws and 3 victories but those are not reflected in the leaderboard. This would create quite a bad mood for players.
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pier4r
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Re: Alpha 5.3 Release Candidate

Post#39 » 07 Dec 2016, 15:54

assaults vs "assault + special bots" in places with 2-3 bots is a suicide. Like mind game is impossible to win. I suppose the matchmaking should protect the league1 on some maps.
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Christian
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Re: Alpha 5.3 Release Candidate

Post#40 » 07 Dec 2016, 16:00

Imagine a fresh player dipping into multiplayer. First match vs second league player using shotgun. The handicap should be the other way around when matching like that.

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