Search found 20 matches

by jakobrogert
Sun Mar 16, 2008 5:45 pm
Forum: Opponents Wanted
Topic: Noob for a random game with AI
Replies: 4
Views: 130

RE: Thanks Roy

I'll be happy to play you. I've done some modding and played the AI for a while, but have yet to get my first PBEM going.
by jakobrogert
Tue Dec 18, 2007 3:48 pm
Forum: Mods and Scenarios
Topic: Ramifications of "disconnecting" the ptmaster file?
Replies: 1
Views: 161

RE: Ramifications of "disconnecting" the ptmaster file?

What I can tell from my modding, the more changes you make to the system of the game, rather than simply the scenario, the more you must test the AI's ability. And testing is a daunting task that increases in consumption of time exponentially for every change you make. 
by jakobrogert
Sun Dec 09, 2007 10:43 pm
Forum: Mods and Scenarios
Topic: [New Mod] Super Koopa Wars
Replies: 8
Views: 209

RE: [New Mod] Super Koopa Wars

<t> Yeah I definitely think it will work with random games since there are no magic tricks involved (like action cards or special events). Since it's a straightforward mod changing units, unit/terrain graphics and research tree, it should work. I actually tried to start a random game with this mod ...
by jakobrogert
Sun Dec 09, 2007 6:02 pm
Forum: Mods and Scenarios
Topic: research: question to vic
Replies: 12
Views: 197

RE: research: question to vic

<t> Hi again and thank you for your persistence in helping out. =)<br/>
<br/>
<br/>
Seems tweaking enough finally made the AI purchase a technology (after increasing the value of how much it should save for research and making the start infantry the infantry role score of 40 and the elite ...
by jakobrogert
Sun Dec 09, 2007 4:16 am
Forum: Mods and Scenarios
Topic: research: question to vic
Replies: 12
Views: 197

RE: research: question to vic

<t> Another AI-question (since I still can't seem to make the AI research):<br/>
Does the AI compare the price of research, to for example, new Units? In my Mod, all Units are a lot cheaper compared to their price in standard Advanced Tactics. Since I didn't change the price (in production) of ...
by jakobrogert
Sun Dec 09, 2007 12:35 am
Forum: Mods and Scenarios
Topic: research: question to vic
Replies: 12
Views: 197

RE: research: question to vic

<t> Yes, everyone has an AI role score, but I haven't tried making the units further down the tech tree score higher. My tech-tree isn't so much about upgrades to existing Units as new Units with new functionality, but I guess the AI sort of needs it straight to it's face regarding appropriateness ...
by jakobrogert
Sun Dec 09, 2007 12:31 am
Forum: Advanced Tactics Series
Topic: Mortars vs. Infantry Guns
Replies: 5
Views: 91

RE: Mortars vs. Infantry Guns

As I understood the "Max Attacked" value, that is the number of times enemies can attack the Unit in question before getting a penalty for crowding around a single Unit.
by jakobrogert
Sun Dec 09, 2007 12:23 am
Forum: Mods and Scenarios
Topic: research: question to vic
Replies: 12
Views: 197

RE: research: question to vic

<t> In my super koopa wars mods, I'm testing the AI's ability to handle the mod features and most basic things seems to go down well (Infantry production, transport units, engineers). But the A.I has yet to research something in a single game I've played against it. I'm testing on a 20x20 (very ...
by jakobrogert
Sat Dec 08, 2007 9:12 pm
Forum: Mods and Scenarios
Topic: Titan Fantasy Monster Slug-a-Thon Mod in the works!
Replies: 12
Views: 278

RE: Titan Fantasy Monster Slug-a-Thon Mod in the works!

Yay for more tinkering with the AT Editor! And yay for more fantasy, although the Unit graphics depicted in your screenshots doesn't really draw me into the world.
by jakobrogert
Tue Dec 04, 2007 10:43 am
Forum: Mods and Scenarios
Topic: [New Mod] Super Koopa Wars
Replies: 8
Views: 209

RE: [New Mod] Super Koopa Wars

Of course. Why didn't I think of that NEW-button. Thank you.
by jakobrogert
Tue Dec 04, 2007 12:51 am
Forum: Mods and Scenarios
Topic: [New Mod] Super Koopa Wars
Replies: 8
Views: 209

RE: [New Mod] Super Koopa Wars

<t> The mod's first set of Units is complete. This range is from Super Mario 2, sporting Shyguys, mice with bombs and bob-ombs to name a few of the 20+. It struck me that the nintendoesque universe has few things like tanks and lots of infantry, so they have two more infantry types: Fire-Resistant ...
by jakobrogert
Sat Dec 01, 2007 5:48 pm
Forum: Mods and Scenarios
Topic: [New Mod] Super Koopa Wars
Replies: 8
Views: 209

[New Mod] Super Koopa Wars

<r> After tinkering a bit with the (lovely) editor I've set out to make a war mod based upon the super mario universe (but without the plumber in question). And the scenario would be the 8-Bit Clan (Shyguys, Wart, SMB2) fighting with Bowser over the remains of Mushroom Kingdom. <br/>
The idea is to ...
by jakobrogert
Sat Dec 01, 2007 5:39 pm
Forum: Mods and Scenarios
Topic: Transparency Colors
Replies: 11
Views: 268

RE: Transparency Colors

Since PNG's feature transparency, there would be no need to work with pink as a transp. value. So Veldor, if you can't seem to make transparency happen in your PNG files, try using another software (I would personally recommend photoshop.).
by jakobrogert
Sat Dec 01, 2007 5:00 pm
Forum: Advanced Tactics Support
Topic: Crash/JIT Debugging
Replies: 8
Views: 314

RE: Crash/JIT Debugging

Thank you lots! That worked!
by jakobrogert
Sat Dec 01, 2007 3:12 pm
Forum: Advanced Tactics Support
Topic: Crash/JIT Debugging
Replies: 8
Views: 314

Crash/JIT Debugging

<r> Hi!<br/>
<br/>
I'm getting an unhandled exception in my masterfile during Unit editing, or more specifically when I click the Combat Details for the very first Unit. I've tried several solutions, such as making more Units and checking sfgroups for strange values etc.<br/>
Below is a ...
by jakobrogert
Sat Dec 01, 2007 1:20 am
Forum: Mods and Scenarios
Topic: Transparency Colors
Replies: 11
Views: 268

RE: Transparency Colors

I think I remember reading a post here that it's pink (255, 0, 255). And I'm unsure of changing it.
by jakobrogert
Sun Nov 25, 2007 9:16 pm
Forum: Mods and Scenarios
Topic: Unit Attack/Defense Power
Replies: 0
Views: 106

Unit Attack/Defense Power

<r> Hi! I'm trying to accomplish a Warhammer 40k mod and I found the available tutorials of great use, but they do not explain what an SFTypes' Attack and Defense power against the different Unit types actually does. Is it a to-hit percentage? Or are they completely relative? What difference does it ...
by jakobrogert
Sun Nov 25, 2007 3:10 pm
Forum: Advanced Tactics Series
Topic: New Advanced Tactics v1.02 Public Beta Availible!!
Replies: 16
Views: 340

RE: New Advanced Tactics v1.02 Public Beta Availible!!

<t> Just to let you know in case you're trying to download the patch but cannot: Peerguardian blocks the matrixgames ftp transaction (since obviously, matrixgames sort of looks at your packet or something like that). Disabling Peerguardian makes it work. Just thought I'd spare some people the ...
by jakobrogert
Wed Nov 14, 2007 5:13 pm
Forum: Advanced Tactics Support
Topic: Surrounding & Supply + Magic the Gathering Graphics Question
Replies: 3
Views: 135

RE: Surrounding & Supply + Magic the Gathering Graphics Question

<t> Wow. Quick reply. And thank you for the info. I simply forgot that the tolkienesque scenario was a download and didn't come packaged with the game (which would probably be a totally different matter). Of course user-made content is slightly different, legally. (And I too hope no legal problems ...
by jakobrogert
Wed Nov 14, 2007 4:43 pm
Forum: Advanced Tactics Support
Topic: Surrounding & Supply + Magic the Gathering Graphics Question
Replies: 3
Views: 135

Surrounding & Supply + Magic the Gathering Graphics Question

<t> Hi!<br/>
<br/>
I'm a happy customer and have played a few scenarios vs the AI, who is, as others here confirmed, devious in terms of always trying to surround my troops. What I find a bit strange though, is that it seems a single truck (with a single truck in it) subdivision can block the ...

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