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Moonshine Fox

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Posts posted by Moonshine Fox

  1. Honestly? I'd like to see the randomness from XCOM back. I don't really mind the tileset that much. The original didn't have too many of those, after all. But having the exact same layout over and over again and knowing exactly where the UFO is ... it's just enough to knock my enjoyment right out of me. I stopped playing yesterday just because I got that map for the fifth time in a row. It's simply very unfun.

    So I'd say more maps. Or at least random maps. Positioning wouldn't help if you know exactly where the UFO is.

  2. To me personally, map variety is the big bugbear. Whenever I land in a desert area (which seems to be really often) it's *always* the same kind of military base in the desert with one local defender and two civilians, a UFO to the northeast and 9/10 times Sebillians. It's getting very old very quickly. Much much more so than the Firaxis XCOM and it's set maps.

  3. Well lets have a look shall we? I posted on the 24th September 2012 @ 20:27 and it's took you all of 30hrs to think up that hilarious reply. Say hello to my little friend, the ignore user button.

    p.s. you don't spell appreciate that way ;-)

    ...umm...who's this d*****? I've read this entire thread and you have a severe lack of manners. Welcome to MY ignore button.
  4. I thought that for a demo it was utter tripe. Two incredibly short missions, of which one was 95% scripted, set on easy. What da?

    As for the game itself, combat is absolutely different from the original, but I'm finding that I was enjoying planning and that I actually "commited" more to each move, knowing I only have two moves tops. I liked it and I will certainly like the full game once I get out of that horrid scripted tutorial :P

  5. I absolutely adore this game. It's bloody amazing. I just finished it last night, beating the final boss with only a sliver of hull left. Managed to get the Stealth Cruiser and the Zoltan Cruiser unlocked as well. I foresee MANY, MANY hours ahead of me with this game :P

    EDIT: Protip for beating the last boss: Take out it's missile launcher (the first on the right side, from the center) first. Get it out of the picture, and almost anything he throws at you in any phase is tankable with 4 points of shields (aside from the Laserburst flurry in phase 3, but if you have a cloak you can always dodge that).

  6. example of cheating AI

    supreme commander on highest level

    It only "cheats" in the sense that it has x1,5 resources and buildspeed. It also has Omni sensors on everything, instead of Visual/RADAR/SONAR. It's not omnipotent as your run-of-the-mill cheating AI is. I'd rather call it "AI with handicap" rather than outright cheating.

    EDIT: Baah, derail! Sorry >_<

  7. No prob. Do you mean combat-wise?

    I can't really think of examples that spring out; although I know people that designed (learning) combat A.I.'s for Neverwinter Nights.

    The problem with game A.I. is that the game industry has become very, very good at creating "good enough" A.I. (An almost direct quote of Alex from GameAIDev.com). There's not much incentive to construct A.I. for the hordes of goblins that will only be on screen for a couple of seconds, or A.I. that is practically invincible. :-)

    In other terms, there are games like Dwarf Fortress where aspects of "A.I." (I'm using the term extremely liberal now) really contribute to the game.

    I'm going to regret this: Chris M. Parks thesis on designing emergent AI for AI:War. Hopefully, that doesn't detract too much from your work. But it's a damn interesting read, and hopefully, there's something in there you can use.

    Also, WELCOME! AI Coders are something of a "hero class" to me. You guys do pure magic with numbers.

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