Moral support thread for our overlord...ehm dev!

pier4r
Skynet
Skynet
Posts: 3389

Re: Moral support thread for our overlord...ehm dev!

Post#141 » 19 Dec 2018, 01:13

The node counter is amazing! Thanks to it I realized I was quite off in my "count" feeling and therefore refactoring what I have is a huge work. I will put it aside (once again the directories are great!) and I'll start from scratch (testing first in unranked/campaign, sandbox. Other great features).

Also it is great that a sub AI is counted only once. So actually the (real) executable nodes are way more than the counter shows.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

pier4r
Skynet
Skynet
Posts: 3389

Re: Moral support thread for our overlord...ehm dev!

Post#142 » 12 Feb 2019, 20:51

Checking every now and then other games (even old releases through youtube videos) I have to say that the vast majority of competitive multiplayer games (like 95% or more) offers really poor stats insights.

Instead gladiabots is just awesome.

I mean two big problems of most games:
- the stats are mostly cumulative, therefore recent improvements or regression are not immediately visible if one doesn't take notes (while gladiabots has last 7 and last 30 days plus latest matches). Plus the stats being cumulative, like games played and total victories so after a while the winning percentage is not going to much much. (in gladiabots one, once again, has the stats of the recent days)
- in the leaderboard inactive players that played a lot are not hidden or grayed out. Therefore, if the game has already some years on its shoulders, the game has practically a static leaderboard that is not really motivating. Instead in gladiabots inactive players can be shown but are not there by default.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

pier4r
Skynet
Skynet
Posts: 3389

Re: Moral support thread for our overlord...ehm dev!

Post#143 » 21 Mar 2019, 11:08

Once again I want to stress that the ghost idea is just awesome.

If ghosts are compatible with the current resolution engine, there may be few active players but thanks to all the players that played over time the ghosts provide an healthy variety of opponents.

Just great.

To note that I recently discovered something similar /ghosts) for the rock/paper/scissor online competition that had this idea back in 2011 (and likely there was someone having the same idea before). http://www.rpscontest.com/leaderboard
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

User avatar
Revenge
Neural Network
Neural Network
Posts: 403
Contact:

Re: Moral support thread for our overlord...ehm dev!

Post#144 » 22 Mar 2019, 15:56

The ghost idea was one of the most brilliant solutions to a problem of que times I have ever seen in a videogame.

User avatar
GFX47
Dev
Dev
Posts: 2914

Re: Moral support thread for our overlord...ehm dev!

Post#145 » 22 Mar 2019, 16:18

Image

pier4r
Skynet
Skynet
Posts: 3389

Re: Moral support thread for our overlord...ehm dev!

Post#146 » 30 Mar 2019, 23:04

Revenge wrote:The ghost idea was one of the most brilliant solutions to a problem of que times I have ever seen in a videogame.


yes! And the current solution, that is a ghost is disabled if it oes lower than 50 points its deployments score and played at least 5 times is great. (if the kfactor bug gets fixed)

Additionally the fact that only one ghost is kept if the AI is untouched, with his initial deployment score (that is, nothing at all is changed, not even the position of the nodes) helps a lot to quickly prune weak ghosts for a given score range.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

balakrishnan1992
Hello World
Hello World
Posts: 3

Re: Moral support thread for our overlord...ehm dev!

Post#147 » 29 Apr 2019, 09:38

I was a big fan of Company of Heroes for it being a strategy game with a lot of micro management. But after playing this, I have lost my taste for most RTT in general. All the clicking and ordering mundane tasks has gone away. I feel like a true general issuing directives that are followed by my units.

Jeffrey Harpen
Automaton
Automaton
Posts: 122

Re: Moral support thread for our overlord...ehm dev!

Post#148 » 06 May 2019, 18:50

Hi!

I'm back to regular playing after a while (a long one). Glad to see the game is alive and kicking! :D I look forward to hours of having fun with you, guys! :)

User avatar
GFX47
Dev
Dev
Posts: 2914

Re: Moral support thread for our overlord...ehm dev!

Post#149 » 06 May 2019, 20:09

Jeffrey Harpen wrote:Hi!

I'm back to regular playing after a while (a long one). Glad to see the game is alive and kicking! :D I look forward to hours of having fun with you, guys! :)


Welcome back! \o/

pier4r
Skynet
Skynet
Posts: 3389

Re: Moral support thread for our overlord...ehm dev!

Post#150 » 09 May 2019, 22:02

balakrishnan1992 wrote: I feel like a true general issuing directives that are followed by my units.


This is a nice summary. Although gladiabots, by design, has some sort of inertia. Like you build a huge collection of directives, you can scrap it and move on the next iteration but it is not as easy as "start new game and try a new idea fresh from my mind". As in gladiabots you need to instruct objects about your ideas, while in RTT or RTS or TBS you implement the ideas on the fly.

So gladiabots is more of a long term planning refinement.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

Return to “General Discussions”

Who is online

Users browsing this forum: Bing [Bot] and 2 guests