This isn't the Insane AI, just the Very Hard AI. Protoss on Protoss, it didn't play a very good initial game so I rolled over it. 10 minutes, neither of us had expanded, haha. Not the most exciting replay, but it demonstrates some clear mistakes on the part of the AI.
Huh. I didn't know that the insane AI just cheats. Seems like a shame.
Anyway, I've never been really into competitive play before but I'm just breaking into it. When not up to playing against a human opponent, I enjoy the more relaxing experience of fighting a Very Hard AI. (It's okay at the basic mechanics but lacks any of the finesse that really makes the difference.)
I play Protoss. I'll see if I can whip up a good replay for you, as the more input the better. It amuses me when I look at the APM in my replays... my APM is doesn't even begin to compare to the AI, but it really doesn't matter in the end. A good portion of its APM is probably doing things like moving probes back and forth just out of range....
Oh, the AI might do better if it had a better understanding of conserving resources and units. If you let them hit your defenses, as mentioned above, you can usually push back very effectively. I'd love to see them hit you from the sides and in the back, where they won't waste all their production.
Hopefully there will be another way to do that, being that there's that size limit on maps or whatever. Two skins to the same model might help save a surprising amount of that space.
Actually, been a while since NiNtoxicated01 has posted, I wonder how he's doing? Maybe he's taking a well-deserved rest, since the exporter seems to be functioning fairly well right now. ^_^
This was about to make me go crazy, being that I was just cleaning up my computer from dealing with a bunch of crap and the last thing I needed was something ELSE to deal with. >_< Glad it's not just something on my end.
Poor me with my AGP computer. T_T One of these days I'll get around to switching to PCI Express. Thanks for your help and input, Sephiex. ^_^
But enough of my issues. Long story short, keep in mind LazyCoder that many people won't be able to play your map at all if it relies on dynamic lights alone. (I.E. doodad lights.) Might be a nasty surprise for people that join a game not knowing that! Not that that should stop you from making your map. As for your question, I stick with my earlier statement. Unless anyone else has more information, my guess is that dynamic lights cannot affect water.
Not to hijack this thread, but what's necessary to have shaders on high or above? For reference, I have a Radeon X1950 Pro. I'm really kind of a whore for lighting effects, so it's been bugging me.
I'm not sure. My computer can't seem to run doodad lights, actually, even though the game plays at almost all high. It kinda confuses me actually. Do doodad lights require DirectX 10 or something?
In any case, my tentative guess would be that there is no way to make them illuminate water, or at most it'd be a high graphical setting, meaning it'd be a client-side thing. (Some would see it, others wouldn't, if it's possible at all.) Perhaps someone else can shed a little light on this. (No pun intended, heehee.)
Seems to be working, or at least beginning to work. Looks like all parts of the model are showing at once. To fix that, you might be able to include keyframes which scale parts which aren't supposed to be seen down to minuscule sizes. (Does the current exporter support scaling in keyframes? I suppose I'm not sure.)
Man, I would love a key. And what a way to fuel my mapping passion that would be! I haven't had a chance to try Starcraft II actually against PEOPLE, and I would just love to.
Wow. That game is actually wicked awesome and right up my alley. Thanks for linking to it!
YiffMaster: In regards to the creep depth, remember that it is a vital part of the game in that creep can "overflow" over cliffs if it gets high enough.
Eiviyn: To be honest, I love the ammo thing. It means that you can't do anything too separate from your core network, but you can go on short skirmishes before exhausting what you have in that turret. (But if you wish to take things off in your own direction for a map, go for it!)
As far as this game goes, I love the feeling of being trapped and having to push outward to hold your space. That gameplay always appeals to me. But like many such games, it's kinda boring at the end when you control the whole map. ^_^ That concept from AI Wars sounds like it could do an excellent job of balancing that. Hmm.
0
MARINE MURLOC. So badass.
Good to see you, NiNtoxicated! And awesome work on the update! I look forward to playing around with this....
0
This isn't the Insane AI, just the Very Hard AI. Protoss on Protoss, it didn't play a very good initial game so I rolled over it. 10 minutes, neither of us had expanded, haha. Not the most exciting replay, but it demonstrates some clear mistakes on the part of the AI.
0
Huh. I didn't know that the insane AI just cheats. Seems like a shame.
Anyway, I've never been really into competitive play before but I'm just breaking into it. When not up to playing against a human opponent, I enjoy the more relaxing experience of fighting a Very Hard AI. (It's okay at the basic mechanics but lacks any of the finesse that really makes the difference.)
I play Protoss. I'll see if I can whip up a good replay for you, as the more input the better. It amuses me when I look at the APM in my replays... my APM is doesn't even begin to compare to the AI, but it really doesn't matter in the end. A good portion of its APM is probably doing things like moving probes back and forth just out of range....
Oh, the AI might do better if it had a better understanding of conserving resources and units. If you let them hit your defenses, as mentioned above, you can usually push back very effectively. I'd love to see them hit you from the sides and in the back, where they won't waste all their production.
0
@Customstarcraft: Go
If I remember correctly, those are models/actors of their own called splats? Try looking into that.
...5 days later is a little late for a response, but hopefully it'll help nonetheless.
0
Hopefully there will be another way to do that, being that there's that size limit on maps or whatever. Two skins to the same model might help save a surprising amount of that space.
Actually, been a while since NiNtoxicated01 has posted, I wonder how he's doing? Maybe he's taking a well-deserved rest, since the exporter seems to be functioning fairly well right now. ^_^
0
This was about to make me go crazy, being that I was just cleaning up my computer from dealing with a bunch of crap and the last thing I needed was something ELSE to deal with. >_< Glad it's not just something on my end.
But yeah, appears to be down. I wonder why...?
0
@PvtChevron: Go
Glad I helped. ^_^ Glad to see it's working well and can't wait to see what it turns into!
0
@Sephiex: Go
Poor me with my AGP computer. T_T One of these days I'll get around to switching to PCI Express. Thanks for your help and input, Sephiex. ^_^
But enough of my issues. Long story short, keep in mind LazyCoder that many people won't be able to play your map at all if it relies on dynamic lights alone. (I.E. doodad lights.) Might be a nasty surprise for people that join a game not knowing that! Not that that should stop you from making your map. As for your question, I stick with my earlier statement. Unless anyone else has more information, my guess is that dynamic lights cannot affect water.
Good luck!
0
@Sephiex: Go
Not to hijack this thread, but what's necessary to have shaders on high or above? For reference, I have a Radeon X1950 Pro. I'm really kind of a whore for lighting effects, so it's been bugging me.
0
@LazyCoder: Go
I'm not sure. My computer can't seem to run doodad lights, actually, even though the game plays at almost all high. It kinda confuses me actually. Do doodad lights require DirectX 10 or something?
In any case, my tentative guess would be that there is no way to make them illuminate water, or at most it'd be a high graphical setting, meaning it'd be a client-side thing. (Some would see it, others wouldn't, if it's possible at all.) Perhaps someone else can shed a little light on this. (No pun intended, heehee.)
0
Seems to be working, or at least beginning to work. Looks like all parts of the model are showing at once. To fix that, you might be able to include keyframes which scale parts which aren't supposed to be seen down to minuscule sizes. (Does the current exporter support scaling in keyframes? I suppose I'm not sure.)
0
@FlashnoXii: Go
You are a god among men. Thank you. ^_^
(In other words, got it!)
0
Man, I would love a key. And what a way to fuel my mapping passion that would be! I haven't had a chance to try Starcraft II actually against PEOPLE, and I would just love to.
0
Holy crap that's epic. You've made some beautiful renditions of those models! Amazing. ^^
0
Wow. That game is actually wicked awesome and right up my alley. Thanks for linking to it!
YiffMaster: In regards to the creep depth, remember that it is a vital part of the game in that creep can "overflow" over cliffs if it gets high enough.
Eiviyn: To be honest, I love the ammo thing. It means that you can't do anything too separate from your core network, but you can go on short skirmishes before exhausting what you have in that turret. (But if you wish to take things off in your own direction for a map, go for it!)
As far as this game goes, I love the feeling of being trapped and having to push outward to hold your space. That gameplay always appeals to me. But like many such games, it's kinda boring at the end when you control the whole map. ^_^ That concept from AI Wars sounds like it could do an excellent job of balancing that. Hmm.