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The new beta is the s*it!

 
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The new beta is the s*it! - 1/31/2021 11:29:01 AM   
Sieppo


Posts: 902
Joined: 12/15/2012
From: Helsinki, Finland
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The new beta v1.07.06 seems incredible! Have had no issues and turn time is basically several times faster than in older versions. And the AI has learned to create zones <3 <3! The AI in general has been getting better and better I think.

_____________________________

> What is the hardest thing in the universe?
> A diamond?
> No. 500 machine gun men on a mountain.
Post #: 1
RE: The new beta is the s*it! - 1/31/2021 12:04:42 PM   
KarisFraMauro

 

Posts: 113
Joined: 12/2/2020
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The turn time is probably my biggest issue at the moment. Air power comes second but I can just play without it.

(in reply to Sieppo)
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RE: The new beta is the s*it! - 2/2/2021 11:45:29 AM   
Mina

 

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Joined: 1/16/2021
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Faster turn times is nice, but the AI being able to make its own zones is much more exciting news. Was actually wondering how you'd accomplish that in the simplest possible manner the other day, like whether you'd just create invisible "Put city here" points for the AI to populate as it expands.

(in reply to KarisFraMauro)
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RE: The new beta is the s*it! - 2/2/2021 12:15:25 PM   
zgrssd

 

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Joined: 6/9/2020
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quote:

ORIGINAL: Mina

Faster turn times is nice, but the AI being able to make its own zones is much more exciting news. Was actually wondering how you'd accomplish that in the simplest possible manner the other day, like whether you'd just create invisible "Put city here" points for the AI to populate as it expands.

I would say, propagating weights:
- all Hexes that are outside the 6 hex range of a existing city, emit a "city weight" of 1 for 6 hexes
- the hex with the most summed up weights is where you place the city
- as tiebreaker you can use the terrain (you want ruins or other hard terrain, so infantry can entrench)
- as final tiebreaker, use a random roll

I used a way more complicated version when designing a Tic Tac Toe AI once, so in retrospect it is not actually hard

(in reply to Mina)
Post #: 4
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