Size: : 20 x 10
# of Players : 4
Hi guys,
This is a map made for hopefully fast TeamPlay games.
My aim is to create maps that run well for 2x2 with human teams and also for 2humans verses 2AIX Sorian AIs. The AI will build shipyards for an excellent naval and air battle to control the waters of Thornbay.
I try to keep the map simple and small enough to run a 1500unit limit without a major slowdown at 1hour when playing against a strong AI.
I managed to get the preview working in FA vault…what a nightmare!
Some questions.
1. I did not set a no-rush radius. Is this really needed?
2. I did not include a readme file. Where do you put the readme file?
3. I added some FA markers, but not all of them. Would the FA waypoint markers improve the AI performance? Sorian AIX seems to run fine on it as it is without waypoints for navy or air.
Please give feedback on improvements that I could make. I will include another start position on each side for 3x3 in the next version.
Thanks
AwarE|||screenshots plz...|||
Also, I like the asymmetrical design.|||The map appears to work fine for me with commanders able to build immediately from the start. I guess that is because I have “No-Rush” option set to OFF.
Yes I tested the map with “No-Rush” set to 5 and it caused commanders to not be able to move or build.
Thanks X-Cubed, I will set a no-rush radius at say 50 in the next version so that people that use no-rush can play the map properly.|||I am pleased to report, after play testing the map in multiplayer at GPG, that the map runs Sorian Adaptive AI very well. The Aeon AIs both build shipyards and produce T3 Omen Class battleships and Torrent Class missile ships, as well as a good range of other ships. Both AI also build Viriplacas(Donuts) and GCs experimentals.
A nice nuke exchange took place and both AIs built Emissaries(LRC) and one AI built a T4 Salvation cannon, making an interesting epic battle that took 2hours to complete. AI air attacks were fierce and well targeted, particularly early in the game. The AI bases were well defended.
In TeamPlay we consider a 100 structural losses to be “1 bleat”
Our human team suffered 6 bleats(600 structural losses), so the AI has teeth.
The human team had 4000+ kills and the AI team had 1600 kills.
The AIs built 18 experimentals.
There are some things I will improve in the next version… ‘ThornbayFAv2’
I need to clean up some jagged edges here and there in the height map... underwater.
3 props are in the wrong position… rocks floating on the water.
The AI complains that there are no FA markers.
The game slows down after about 1hr30mins when players have about 800 units each.
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