Search found 16 matches

by Pestario
2010-06-10, 10:31
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

Come on. *starts chanting* PATH FINDING, PATH FINDING
AI can develop very quickly with path finding and auto capture... like VERY quickly
by Pestario
2010-06-03, 11:13
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

.andy.

all you'll have to do is rename your files to what freaknigh named the files there should be no problem at all
by Pestario
2010-06-02, 05:23
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

Heres a question about perfectly replicating the jungle... do alligators randomly eat robots walking through the swamp/marsh parts
by Pestario
2010-05-28, 11:59
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

the very first second of that video clip I recognized that map... for some reason that map gave me so many troubles... then I played it drunk and beat it easily. The Wall also gave me troubles I played it 20+ times and always got my ass handed to me, then one time after taking a break from it I beat...
by Pestario
2010-05-17, 02:20
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

Yeah now I see it... :? oops I was drinking again that day :cheers: Your AWESOME!

*Pestario quickly runs away*
by Pestario
2010-05-16, 06:15
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

Awww, I'm sad. absolutely no acknowledgement for my work on the formula :(
by Pestario
2010-05-12, 22:01
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

ok this is a fairly close formula terrtotal = (terr - 2) 'don't count forts in total if terrowded - 1 = 0 then 'if you only own your fort buildtime = buildtime else buildtime = 66 * (1.04 - ((terrowned - 1)/terrtotal)) ' 66 is the starting build time for grunts end if the X Y tables for level 10. te...
by Pestario
2010-05-12, 06:24
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

x y for grunt level 1 territories: 9 1 66 2 57 3 53 4 47 x y for grunt level 10 territories: 11 1 66 2 61 3 53 4 50 it looks like the orginal game doesn't count forts as territories because the percent value gives the same value 66 if I wasn't partially drunk I would figure out the formula for you b...
by Pestario
2010-05-12, 04:24
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

it should be something fairly simple like: standard time of unit * (1 - percent of territories) e.g. beginning of level 1. grunt build time is like 150 seconds /(1 - .09) = 164.8 standard for units when you own 6/9 of territories it would be 164.8 * (1 - .6667) = 54.9 seconds so kinda something like...
by Pestario
2010-05-05, 05:49
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

Finally path finding one of the main things that would make the game actually playable. plotting waypoints of 70 units would take minutes and in Z milliseconds can make the difference between winning and losing (getting a flag just before the building finishes a heavy tank). I must say I love that l...
by Pestario
2010-05-04, 08:10
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

Looking very good. Map looks great. so awesome. great job. I am working slowly on a AI hopefully fairly soon. keep on trucking, lol. Do you want a can of rocket fuel? lol (Zed reference)
by Pestario
2010-04-26, 03:36
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

I can imagine robot groups/auto capture not being fun..having that one robot go off on its own then return to the group... that could get annoying. I'm seeing the code, all possible errors and bugs. I wish you luck.
by Pestario
2010-04-24, 07:09
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

Man you work fast! you are indeed one of my role models. I almost got an understanding of vectors, itterations of vectors, and your unit object selecting...almost. Soon though probably within the week depending on available time. then I'll work on a simple AI. Once you have path finding in the AI ca...
by Pestario
2010-04-18, 06:20
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

W00t I finally got it to compile.... Had to change the Xgetopt.h reference to getopt.h (dev-c++ has getopt) and my linker list is as follows ../lib/libSDLmain.a ../lib/SDL_image.lib ../lib/SDL_mixer.lib ../lib/SDL_ttf.lib ../lib/libwsock32.a ../lib/libSDL.dll.a ../lib/libSDL.a And now I have just to...
by Pestario
2010-04-16, 11:02
Forum: Z Open Source
Topic: The Zod Engine
Replies: 357
Views: 124439

Re: The Zod Engine

Well I now figured out how to compile 99% of it I'm still having some linking problems I solved some SDL link problems and winsocks (knowing Visual basics did help somewhat [wsock32] :D ) I solved many linking problems but I do not have a solution for this (yet) Compiler: Default compiler Building M...