Steam Open Beta - Version 1.056

Armored Brigade is a real-time tactical wargame, focusing on realism and playability
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Veitikka
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Steam Open Beta - Version 1.056

Post by Veitikka »

The build 1.056 is available in the Steam beta branch now.

https://steamcommunity.com/app/1089840/ ... 990941950/
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RE: Steam Open Beta - Version 1.056

Post by 22sec »

Excellent news!
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RE: Steam Open Beta - Version 1.056

Post by exsonic01 »

I'm enjoying new features in beta, so far so good.

One question though: does AI reacts with remaining time for each VPs? If yes, how much AI reactive to remaining time? For example, if 2 VPs left, first VP has 30 min left and second one have 1 hr left, every other conditions are same: which VP the AI will assault? Would AI will push more to VP with less time remaining? Or more time remaining?

Reason why I'm asking this is, I'm curious how can I use "wisely" guide AI using this 'time-per-VP' feature. This feature seems like a good idea, and I wish to know how can I improve some games more challenging with this feature.

I can see this time-per-VP feature could be useful for user assault + AI defend game, setting a tight time condition would force players to push faster, which would increase the difficulty for players.

But how can I make the game more challenging for meeting engagements and user defense + AI offense scenarios? Any idea?




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RE: Steam Open Beta - Version 1.056

Post by Veitikka »

ORIGINAL: exsonic01

I'm enjoying new features in beta, so far so good.

One question though: does AI reacts with remaining time for each VPs? If yes, how much AI reactive to remaining time? For example, if 2 VPs left, first VP has 30 min left and second one have 1 hr left, every other conditions are same: which VP the AI will assault? Would AI will push more to VP with less time remaining? Or more time remaining?

Reason why I'm asking this is, I'm curious how can I use "wisely" guide AI using this 'time-per-VP' feature. This feature seems like a good idea, and I wish to know how can I improve some games more challenging with this feature.

I can see this time-per-VP feature could be useful for user assault + AI defend game, setting a tight time condition would force players to push faster, which would increase the difficulty for players.

But how can I make the game more challenging for meeting engagements and user defense + AI offense scenarios? Any idea?





At the moment the AI doesn't consider the time remaining for capturing an objective, if the time left is greater than zero. All that it sees is the distance to the objective.
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Rosseau
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RE: Steam Open Beta - Version 1.056

Post by Rosseau »

Please direct me if I am wrong, but I don't see a link to the beta 1.056 for the Non-Steam version. I am running 1.051 with the hot fix.
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RE: Steam Open Beta - Version 1.056

Post by budd »

Think its just Steam only. i reinstalled my steam version to try it out.
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RE: Steam Open Beta - Version 1.056

Post by Veitikka »

ORIGINAL: Rosseau

Please direct me if I am wrong, but I don't see a link to the beta 1.056 for the Non-Steam version. I am running 1.051 with the hot fix.

It's only for Steam. To us, it's the least complicated way of releasing a patch.
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