I think it is a multiplier on all sources of income. Normal Difficulty only gets a small multiplier.
I think defensive blobbing will occur from what I am doing. It's a side effect rather than an instruction to blob but it seems to work.
Search found 201 matches
- Sun 03 Jul, 2016 7:59 pm
- Forum: Community General Discussion
- Topic: Some feedback on the AI
- Replies: 35
- Views: 20322
- Sun 03 Jul, 2016 4:53 am
- Forum: Community General Discussion
- Topic: Some feedback on the AI
- Replies: 35
- Views: 20322
Re: Some feedback on the AI
Actually, please can I get some advice? I have managed to be able to tell the AI when the ai's hero is dead (this is actually quite an achievement!). This means I can adapt behaviour when this happens, currently I am down grading overall "aggression" which is just the likelihood of advanci...
- Sat 02 Jul, 2016 12:28 am
- Forum: Community General Discussion
- Topic: Some feedback on the AI
- Replies: 35
- Views: 20322
Re: Some feedback on the AI
Retail version updated if anyone interested, major improvements (finally living up to my own advertising)
http://forums.relicnews.com/showthread. ... 1045583495
http://forums.relicnews.com/showthread. ... 1045583495
- Mon 13 Jun, 2016 9:42 pm
- Forum: General Discussion
- Topic: First ingame video (it's in German though)
- Replies: 151
- Views: 100506
Re: First ingame video (it's in German though)
My main impression is overall I like but there are too many effects, especially for orbital drops and on landing jumps. I have some faith this will be toned down before or just after release as was the excess glow on starships in the game Stellaris. Gameplay seems to be based on DOW2 except for cove...
- Mon 13 Jun, 2016 6:01 am
- Forum: Community General Discussion
- Topic: Some feedback on the AI
- Replies: 35
- Views: 20322
Re: Some feedback on the AI
Random numbers
I will tone down the variation that randomness gives.
I will tone down the variation that randomness gives.
- Mon 30 May, 2016 3:01 am
- Forum: Community General Discussion
- Topic: New to Elite Mod - Where are the Players?
- Replies: 6
- Views: 3698
Re: New to Elite Mod - Where are the Players?
Try here (stickied post two posts up):
viewtopic.php?f=2&t=1927
Or host or join a game through the Custom lobby
Or try the steam chat
viewtopic.php?f=2&t=1927
Or host or join a game through the Custom lobby
Or try the steam chat
- Mon 23 May, 2016 9:37 am
- Forum: Community General Discussion
- Topic: Some feedback on the AI
- Replies: 35
- Views: 20322
Re: Some feedback on the AI
That is so weird, I am struggling to get it to build enough T1 units. Mind you I am testing AI v AI and in that situation it accumulates a lot of power so that triggers a tech up instead of building units.
Edit - you gave me an idea and I think i have nailed it now
Edit - you gave me an idea and I think i have nailed it now
- Mon 23 May, 2016 4:32 am
- Forum: Community General Discussion
- Topic: Some feedback on the AI
- Replies: 35
- Views: 20322
Re: Some feedback on the AI
If anyone is interested in trying it out I just updated the Retail version AI after a 6 month leave of absence. I am fixing a bit more of the scripting so another update in a week or so :-) http://forums.relicnews.com/showthread.php?272747-KK-s-AI-mod-update-May-2016&p=1045460434#post1045460434 ...
- Mon 16 May, 2016 8:52 pm
- Forum: General Discussion
- Topic: It's happening.
- Replies: 214
- Views: 118323
Re: It's happening.
Just tried to join the community site and turns out I need to create two accounts (forum and relic link). Sod that. I wanted to comment on the cover system. The impression we have been given is that it is simplified, likely similar to buildable emplacements. Since COH2 had true sight it seems unusua...
- Thu 05 May, 2016 9:08 pm
- Forum: General Discussion
- Topic: It's happening.
- Replies: 214
- Views: 118323
Re: It's happening.
It's alright, he'll get banned soon
- Thu 05 May, 2016 8:22 pm
- Forum: General Discussion
- Topic: It's happening.
- Replies: 214
- Views: 118323
Re: It's happening.
EDIT: On second thought, maybe there would be 4 playable MP factions to begin with, even if one was unplayable in SP. That would cause less forum whining but three is a better number for balance. I get the feeling this is the same engine so this could almost be a dow2 mod -- increase squad sizes --...
- Thu 05 May, 2016 8:14 pm
- Forum: Community General Discussion
- Topic: DoW III confirmed and the future of elite
- Replies: 10
- Views: 5915
Re: DoW III confirmed and the future of elite
DandyFrontline wrote:
Well there is a huge chance that DoW3 will suck, but elite will lose its community anyways
Ouch, that is one half-empty glass . .
- Mon 04 Apr, 2016 8:28 pm
- Forum: Community General Discussion
- Topic: Some feedback on the AI
- Replies: 35
- Views: 20322
Re: Some feedback on the AI
Hi I think you might be destroying the AIs power nodes so they don't have any power income. A special feature of Elite is that the power nodes are not auto targetable which has the side effect the AI can't shoot them. This means if you cap a PowerPoint the AI can't take it back. To play against the ...
- Mon 04 Apr, 2016 5:29 am
- Forum: Community General Discussion
- Topic: Some feedback on the AI
- Replies: 35
- Views: 20322
Re: Some feedback on the AI
Pendulum, have you definitely got the latest version of Elite? Yes, you could completely swap all the AI files but then you might not be able to play on line (unless you played someone with the same files). Plus you would hurt my feelings :-) :-) I dont know what does that AI freeze. I have seen it ...
- Sat 02 Apr, 2016 2:16 am
- Forum: Community General Discussion
- Topic: Some feedback on the AI
- Replies: 35
- Views: 20322
Re: Some feedback on the AI
Thanks. Forehead --> wall Edit - actually more 1v1 feedback good as I generally test in 2v2 for a number of reasons. Needs to be over several games as AI will occasionally do weird builds l, which is a fun change, and I need what it builds most of the time. At this time I think it just needs changes...
- Mon 28 Mar, 2016 6:18 am
- Forum: Community General Discussion
- Topic: AI's approach to power nodes
- Replies: 1
- Views: 1412
Re: AI's approach to power nodes
No but windu did give these instructions to make a sub mod so you can have attackable power nodes when you play with your mates
viewtopic.php?f=12&t=2261
If you message pondera (see that thread) he might be able to send you relevant files
viewtopic.php?f=12&t=2261
If you message pondera (see that thread) he might be able to send you relevant files
- Sun 27 Mar, 2016 6:12 am
- Forum: Releases
- Topic: Elite Mod 2.5.1
- Replies: 43
- Views: 49895
Re: Elite Mod 2.5.1
No AI change from 2.5.0 to 2.5.1 that I am aware of
- Mon 14 Mar, 2016 7:04 pm
- Forum: Releases
- Topic: Elite Mod 2.5.1
- Replies: 43
- Views: 49895
Re: Elite Mod 2.5.0
Anyone know more specifics about how the AI was tweaked? Yes. I do. ... Compared to the last patch 1. I have improved the retreat code so that the AI now retreats earlier in melee and also Takes into account the ratio of nearby enemies and allies when deciding whether to retreat a squad (note that ...
- Wed 02 Mar, 2016 8:09 pm
- Forum: Community General Discussion
- Topic: IG HWT Bug (and any others)
- Replies: 21
- Views: 9751
Re: IG HWT Bug (and any others)
OKay, I have left this way too late because the patch is announced and from looking at the notes it looks like AI changes were out of scope anyway. However, for the record the AI code is actually broken in two places and these minor fixes make a big difference. These error are major problems for the...
- Wed 02 Mar, 2016 5:53 pm
- Forum: Community General Discussion
- Topic: NECRON OVERLORD
- Replies: 41
- Views: 21620
Re: NECRON OVERLORD
Bugger, I just found some really broken AI code I was going to report (don't worry fixed in elite)
- Mon 29 Feb, 2016 9:30 pm
- Forum: Random Stuff
- Topic: XCOM2 opinions
- Replies: 15
- Views: 7432
Re: XCOM2 opinions
I am feeling a bit inspired. Do you think a dow2 mod could capture the tension of the original (1994)? I was thinking of a survival mod. All ranged weapons +30% range to give the vulnerability to moving forward. heavy cover gives concealment to small models to add to the sneaky play. Game long hard ...
- Fri 26 Feb, 2016 12:12 am
- Forum: Community General Discussion
- Topic: Last Stand Tau Commander is free
- Replies: 7
- Views: 4204
Re: Last Stand Tau Commander is free
I presume this means modders can now use these assets
- Tue 09 Feb, 2016 10:01 pm
- Forum: Random Stuff
- Topic: XCOM2 opinions
- Replies: 15
- Views: 7432
Re: XCOM2 opinions
Interesting take. I played the original (God 1994 I think) but not the remake in between. The best thing about the game was it scared the hell out of me, you never knew where the aliens were hiding. This one looks better in most ways except I would prefer if characters just fired without the pondero...
- Tue 09 Feb, 2016 7:07 pm
- Forum: Balance Discussion
- Topic: Eldar Design notes & questions
- Replies: 83
- Views: 33855
Re: Eldar Design notes & questions
While Banshees are one of the coolest units they are also one of the most in-fun to play against. If they could be "fixed" it would greatly help the fun aspect of the game, much more for lower skill than higher skill players. This is because banshees epitomise one of the non-fun mechanics ...
- Tue 09 Feb, 2016 5:44 am
- Forum: Random Stuff
- Topic: XCOM2 opinions
- Replies: 15
- Views: 7432
XCOM2 opinions
I know you're playing it, I seen it in my steam notifications. How is it?
I am desperate to get it but I have promised myself no more games as I have a steam library full of unfinished campaigns. However this one looks so good I may break my vow of fidelity.
I am desperate to get it but I have promised myself no more games as I have a steam library full of unfinished campaigns. However this one looks so good I may break my vow of fidelity.
- Mon 08 Feb, 2016 8:28 pm
- Forum: Balance Discussion
- Topic: Eldar Design notes & questions
- Replies: 83
- Views: 33855
Re: Eldar Design notes & questions
What I am reading from the above posts could be addressed by: 1. Give rangers a tier two upgrade (leave them weak as they are now in tier 1 but stronger tier 2 and 3) 2. Remove wraith guard to improve race mobility 3. Reduce melta damage or accuracy against HI and SHI (reduce the anti all nature of ...
- Tue 02 Feb, 2016 6:55 am
- Forum: Replays
- Topic: FYI... Tex Streams is live (ish)
- Replies: 37
- Views: 29352
Re: FYI... Tex Streams is live (ish)
You will be missed. Best of luck for the future
- Mon 01 Feb, 2016 12:13 am
- Forum: Community General Discussion
- Topic: My goals for a new game mode.
- Replies: 8
- Views: 4442
Re: My goals for a new game mode.
I edited my post above and put in a link for a mod that used buildings. As I recall he just used in game assets (the bits that get added to bases when tiering up). Maps were too small unfortunately but was a good mod
- Sun 31 Jan, 2016 6:30 pm
- Forum: Community General Discussion
- Topic: My goals for a new game mode.
- Replies: 8
- Views: 4442
Re: My goals for a new game mode.
Can I suggest you put your mod up at relicnews forums? It will let you get to know a few more modders which may then give you access to the models you need, if they exist. There are a few buildings that have been done but not many. Edit - I think this mod had some buildings in it. Don't know if you ...
- Sat 30 Jan, 2016 3:00 am
- Forum: Community General Discussion
- Topic: My goals for a new game mode.
- Replies: 8
- Views: 4442
Re: My goals for a new game mode.
Hi Modding is hard, takes a lot of hours and is frustrating. Often what you want to do won't work. I would suggest you be flexible in your plans, start with one or two ideas and an overall vision. You are more likely to be successful if you grow the mod organically based on what you have achieved - ...