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LuckyStrike

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Everything posted by LuckyStrike

  1. I did my MS thesis on AI using Neural Networks, and a lot of the stuff you discuss could be handled as a part of the emergent properties of the net (depending on which type), eg finding associations between input and output sets, which is half the point of using a neural network approach - the AI doesn't need to be 'engineered' to the same degree, the main work is involved in deciding what the appropriate input and output sets are and then teaching the net, or having the net learn, the associations, which it often does in novel ways that would not have been obvious with a more conventional approach. A neural net AI could even learn from and improve its performance against the player over time.
  2. Its been a wait, but looks like it has been well worth it.
  3. Actually, as red I was crushed. Much harder than blue IMHO. That ERA armor is tough. Must...learn...patience.
  4. Thanks for the sound mod akd, its excellent.
  5. Best scenario I have played for CMSF. Now to try as Red!
  6. Thank you for bringing back the blue bar, it has made the game much more enjoyable
  7. What a difference a patch makes. Just had a superb night battle, the 'Baker 1_1' scenario. With 1.06 and the dynamic lighting effects - explosions, fires, mortar air-bursts, tracers, close-range firefights, it was quite a show. Generally good armor behaviour and infantry behaviour noticably much improved.
  8. At first look, lots to be happy about with this patch
  9. Oh dear. So with these action spots, are we back to Squad Leader, taking a ruler and checking LOS between hex centers (action spots), only with smaller 8x8m hexes? [ October 14, 2007, 12:28 AM: Message edited by: LuckyStrike ]
  10. It occurs the other way also. Many times I have had units at a lower level try to target units higher up behind a wall (which are shooting them), and get a 'No LOS'.
  11. When you click on an enemy unit, all the units it can see light up. This does not necessarily mean the units that are lit up can see the enemy unit. </font>
  12. Best scenario I have played for CMSF. Beautiful map and tense gameplay really shows off the capabilities of the engine. Thankyou!
  13. I have a 7950 GTX and the game runs VERY much smoother after setting Thread Optimisation to OFF in the control panel.
  14. Switched Threaded Optimisation to OFF and it was a major improvement in smoothness. Couldn't alter Extension Limit setting, said it was predefined (GeForceGo 7950GTX) Thanks Spang!
  15. Very good patch, a different game now. Thankyou!
  16. Looking forward to this patch, and its great to have these problems out of the way because it means now you can get onto the WW2 version faster
  17. I imagine we'll be seeing pathfinding issues tackled further on.
  18. Sometimes seems to take units a while to see others that are apparently in clear view, even almost adjacent, but obviously there are many factors involved so that is fine. Overall, the new spotting system is brilliant.
  19. Yes if we get one hotkey per tab that will go a long way So, no chance of hexes in CMSF then?
  20. Oh, I agree with you there. The reason why it takes 6-7 hours is because people spend about 5 bitching about it and only 1-2 actually playing Steve </font>
  21. Fun little scenario, thankyou I won playing as both sides. Pathfinding issues were the greatest enemy lol.
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