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AE: Showdown
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aerdnwnave
WI Forum Novice
Joined: 12 Apr 2004
Posts: 3
 Post Posted: Tue Apr 18, 2006 5:52 pm  Post subject: AE: Showdown

I wanted to make a level that the AI started with just an HQ like a MP battle, so, this is what I made. It is just a Beta, so please give feedback.

Authour
Aerdnwnave

History
Beta V 0.1 April 18, 2006

Attachment:
Beta AI game1.pdb (4.90 KB, downloaded 5454 times)
big_adventure
WI Forum Novice
Joined: 22 Feb 2006
Posts: 8
 Post Posted: Sun Apr 23, 2006 11:06 am  

Not necessarily a bad idea, but it's way too easy. In less than 5 minutes, I had wiped out his initial force (all Eagles) and killed his ~5 Bullpups. I then marched my Hydras in and crushed his second, unlaunched force (a few Libs, a few Hydras, a couple of Eagles). The AI cheats a bit, as he doesn't have to build a research center to build upgraded vehicles. Anyway, I left one of his power generators alive and built about 25 bullpups to mine the 240,000 credits of g-lite hanging around.

Ideas -

Leave the map blacked out; it would be MUCH harder if you didn't know exactly where the bad guys were and what they were doing.

Give multiple paths, rather than just one, making it harder to completely cut him off so quickly.

Think about making the bad guys build an HRC and a VAC, rather than two VACs, because when all he has it vehicles, all you need to build is Hydras - everything else he wastes resources on is chaff against them.

A much-appreciated idea, though, as it has always bugged me that the bad guys always have massive bases to start missions, while I have to "waste time" choosing locations and building up the forces. :)

-Sean
aerdnwnave
WI Forum Novice
Joined: 12 Apr 2004
Posts: 3
 Post Posted: Wed Apr 26, 2006 2:09 pm  Post subject: Reply

Thanks for the feedback!
Unluckily, there are a lot of bugs in the program. The computer should be building warehouses, a HRC, and a second galaxite processing center. I am working on an updated program that should fix all of this. Also, with a normal map layout, the computer slows up alot. I should have this all fixed soon.
alfex
Die-hard Fan


Joined: 16 Mar 2004
Posts: 534
Location: La Conner, WA USA
 Post Posted: Tue Oct 20, 2009 11:49 am  

Needs improving as you pointed out.

Bad triggers.


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