AI issues
Feb 15 2009, 6:48 am
By: alexpnd  

Feb 15 2009, 6:48 am alexpnd Post #1



Hey guys, I'm working on the map Battle Tanks. There is an inherent flaw when the tanks are not within range and I solve this through a timer, when 45 seconds have passed I issue first a "Send all units on strategic suicide missions" then after a few seconds "Send all units on random suicide missions" and I loop this. The first time it fires no problem, after that its anybody's guess.

Any other solutions to make them attack eachother other than these?



None.

Feb 15 2009, 7:14 am Toothfariy Post #2



offer incentive to players to not sit around and camp or what have u

or u could have a computer in some other vechile run around and it has very high dmg and armor and it would go around tryin to kill the tanks, and obviously they would want to move them lol



None.

Feb 15 2009, 7:46 am alexpnd Post #3



Yeah I have to make more effort to minimize the stage sizes. Because if theyre too big the players will obviously develop their own zones at distances. I like the rabid killer idea lol. I also have another timer after that 45 seconds that ties the game, and adds whatever remaining tanks they had to the roster for a rematch but that takes away too much from the flow imo. Highground incentive is an idea, and place the highground more towards the center, usually mirrored i guess for both teams to have a chance, or maybe not, i tend to be too leniant. I'll keep brainstorming, thanks fairy.



None.

Feb 15 2009, 1:49 pm ForTheSwarm Post #4



Use Patrol/Attack To orders?



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Feb 15 2009, 5:15 pm alexpnd Post #5



I've tried. I might try again. The first time I tried I just do global Anywhere to Anywhere, but this time if I have to, I'll cut the stage in half, 2 locations and, send the commands for both sides.



None.

Feb 15 2009, 9:47 pm Toothfariy Post #6



i might experiment with value this area higher

and use it on all players and value the same area higher and see what happens lol



None.

Feb 15 2009, 10:02 pm alexpnd Post #7



cool let me know what happens.



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[03:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[08:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
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[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
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[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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