I hate coding

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LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
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I hate coding

Post by LarkinVB »

Status report of a frustrated coder :

I'm just adding the abiltity to save at 9 different slots with names and date. Nothing spectacular but pretty standard especially if you play missions <img src="wink.gif" border="0">

Oh boy, I'm suprised every time what you can fuck up with such a 'trivial' addition. Especially the network ability offers lots of room to produce crashes and is hell to debug. Just want to release pressure ...

All in all the coding is going ok but there will be lots of stuff to test when we try the missions. The AI has to be improved a lot to handle different setups like patrol, defense, guard and all that stuff. I haven't seen the AI of Mechcommander2 but I heard you can shot it from long range without counter reaction. This should not happen with WS.
Bardinae
Posts: 38
Joined: Fri Oct 12, 2001 8:00 am
Location: Arizona, USA

Post by Bardinae »

I wish I could say I know how you feel, but coding software is just a whole other level of complexity beyond web pages and writing cgi scripts!

Thanks again for whatever it took over the years to create the awesome work of art that is Titans of Steel. And when it comes to Titans:AT, we actually get to say thank you with $$$ :-) I hope that will make it all worthwhile.
rosary
Posts: 845
Joined: Mon Oct 08, 2001 8:00 am
Location: U.S.A.
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Post by rosary »

I agree with larkin. We are doing an absolutely tremendous amount of work on this project. But the game will be worth it.
IKerensky
Posts: 361
Joined: Thu Jun 07, 2001 8:00 am

Post by IKerensky »

Yeah keep on the good work and do you best, we have 1.4 version to tell us it will be fine <img src="tongue.gif" border="0">

Also about Mech2 AI , his main problem wasn't not reacting to out of scanner attack ( just gimme any reaction to have ?? ) but the fact it seems to have the same problem than 1.4 AI : it tactics is to tag after an AT. the result is usually one of my AT running pursued by an twister of CS/MG and close range weapons while my other designs kill one by one the pursuers without being really in danger. 1.4 AI is better than MC2 cause it change target sometimes and he react quicker to menace but I think some squadron tactics need to be made with them, something really simple like pairing the AT agains teach menace.
The 2 paired AT ( wingman and leader kind of pair ) will stick together against one opponent until his destruction, they dont need to be in the same hex or attack within the same range, they are just cooperating to get their opponent fast down and change target. A good pair can be a LR and a HtrH titans, a NB of BRG with a CS/PaX and so on...
The idea is to avoid the all tag on one strategy, wich is partly the more efficient but can easily be fooled by a player and if AI cahnge target if teh main start dodging/flaring/running i ncover like hell that render the strategy quite inneficient. Better have pairing of AT fighting against single AT or other pair, it will work better IMHO ( and the test I made with my bro as my wingman agree on that ). This way we combine the advantage of tagging several AT on 1 and not being stuck to an easily containable strategy...
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