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AI Breakthrough


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#21 Brashin

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Posted 11 January 2017 - 07:44 PM

Here here on the request for a test version.  I've been following this mod forever and still waiting (patiently) best mod out there for EAW



#22 Guest_OsirisMP_*

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Posted 02 February 2017 - 10:51 AM

Hey

 

Great work on this mod, I have spent many days and nights enjoying v1.2 over the years.

 

When can we get an update on release for 1.3?

 

=D

 

Thanks

 



#23 Guest_Old Boy_*

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Posted 28 March 2017 - 11:52 PM

Knock, knock!



#24 Guest_Vahian_*

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Posted 09 June 2017 - 04:02 AM

Well its been a year since the last news. Really looking forward to the next release so was just wondering how its going.



#25 Guest_Vahian_*

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Posted 09 June 2017 - 04:03 AM

Well its been a year since the last news. Really looking forward to the next release so was just wondering how its going.



#26 Guest_Hausser_*

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Posted 02 July 2017 - 01:32 PM

So .... which value in which xml file wakes up the ai?



#27 TheDune

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Posted 02 July 2017 - 09:57 PM

hey guys.

first of all: how's that update coming along?

and second: anyone have any idea on how to get the 1.2 version running with a steam version of the game?

I got it to run temporarily, but for some reason my PC then decided that it shouldn't have run for some reason and I am simply left scratching my head...



#28 megabalta

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Posted 03 July 2017 - 10:28 PM

So .... which value in which xml file wakes up the ai?

I'm thinking
difficultyadjustments.xml
<Galactic_AI_Contrast_Multiplier>
<Space_AI_Contrast_Multiplier>
<Land_AI_Contrast_Multiplier>

for galactic, space battle, land battle AIs respectively. The lower the number between 0 and 1, the stronger the AI, in theory.


Edited by megabalta, 03 July 2017 - 10:29 PM.


#29 evilbobthebob

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Posted 29 July 2017 - 05:28 PM

So to allay fears that we've completely given up on the mod: we haven't, it's just been extremely quiet due to PR himself being on indefinite hiatus and myself and Ghost being busy with life. I've personally been making some further improvements to AI, and Ghost has been working on campaigns.

 

 

Regarding the AI: yes, turning down the AI contrast multiplier does increase the AI aggressiveness. However, it's not quite as simple as that, because if you lower it too much the AI doesn't send enough units to deal with the defending forces. So instead I've been doing a lot of work rewriting AI equations both in XML and Lua. The AI now has a better idea of the individual value of planets (in the mod) and reacts a little more quickly to weakly-defended systems.


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#30 Invadious

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Posted 30 July 2017 - 07:20 PM

So to allay fears that we've completely given up on the mod: we haven't, it's just been extremely quiet due to PR himself being on indefinite hiatus and myself and Ghost being busy with life. I've personally been making some further improvements to AI, and Ghost has been working on campaigns.

 

I am very relieved to hear this. Just wanted to add that if there is any doubt from the team whether it even matters or not at this point... I think there's still plenty of interest.The extra interest there would've been back in the days as opposed to now would've been superficial at best. The ones who were truly interested in the mod in the first place and actually play it repeatedly will probably never completely forget about it/ditch it anyway despite no longer posting or what have you.

 

But it is unfortunate that PR himself is no longer in the picture with him being the pioneer of it all along with his vast knowledge. I just hope that whatever is keeping him be it personal reasons or simply a lack of interest that he know that there are no obligations whatsoever. Having modded myself I know how the ties can feel like some sort of responsibility which it shouldn't... just work on it if you feel like it and if you don't then you shouldn't. I'm just thankful for all the effort that's been put in. Same goes for the rest of the team of course.



#31 evilbobthebob

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Posted 31 July 2017 - 04:06 AM

Thanks for the kind words Invadious, it means a lot. I recently got back into mapping (by recently I mean this weekend) and here's Arkanis:

 

kXOdULP.jpg


Phoenix Rising, head of mapping. Thanks to everyone who got us to the position below!
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#32 Guest_James_*

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Posted 31 July 2017 - 11:23 AM

Found this mod in 2013, loved it then, have been looking forward to the next update.

Very happy to hear that you're still developing it.

Thanks to devs for everything you've done on it, and good luck with whatever's to come.



#33 Guest_Skie_*

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Posted 07 August 2017 - 03:37 PM

Great looking map, look like a very easily defensible position.

Is that tower just a "doodad" or a tease of a new building?

#34 Druzzl

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Posted 07 August 2017 - 03:55 PM

I'm glad that you guys are still working when you can, I know how it is to want to push out content, but having IRL commitments!!!

 

Keep up the Great Work, I'm looking forward to being able to do a Let's Play of 1.3!!



#35 evilbobthebob

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Posted 07 August 2017 - 04:13 PM

Great looking map, look like a very easily defensible position.

Is that tower just a "doodad" or a tease of a new building?

 

It's an old prop that has some new applications in 1.3 ;)


Phoenix Rising, head of mapping. Thanks to everyone who got us to the position below!
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#36 Cloak And Dagger

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Posted 15 August 2017 - 01:32 AM

Its great to hear that the mod is still being worked on. With the sheer amount of effort and thought that has gone into the mod, it would have been a real shame if it was abandoned. The "intellectual architecture" that the mod is built around, with every aspect, statistic and feature considered and deliberated, goes far beyond most commercially released games. EaW seems to still be very popular on Moddb, so I am sure there are loads of new fans out there, waiting for something they never knew they were missing. Keep up the great work.


Edited by Cloak And Dagger, 15 August 2017 - 01:34 AM.




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