Yeah. That's awesome. That's giving me a lot of motivation to work on the AI for RA2.Cmd. Matt wrote: ↑Some people from the community are working on a Red Alert 2 mod https://github.com/Phrohdoh/oramod-ra2
Search found 43 matches
- Sat Feb 14, 2015 10:37 am
- Forum: General Discussion
- Topic: openRA2
- Replies: 7
- Views: 8092
- Fri Feb 13, 2015 1:54 pm
- Forum: General Discussion
- Topic: openRA2
- Replies: 7
- Views: 8092
Well I can still find a bit of my code in the HackyAI.cs ;) To be honest, you sound quite rude, the fact is they were almost no AI until I started working on it and drew the first "sketch". The fact that someone made an even greater work on FuzzyLogic and States is the proof that AI is in progress h...
- Fri Feb 13, 2015 11:14 am
- Forum: General Discussion
- Topic: openRA2
- Replies: 7
- Views: 8092
openRA-AI is still crappy , it actually never received any improvement .... just saying have a nice day Oh.... I like sarcasm early in the morning... it actually never received any improvement .... Said nobody ever. http://www.sleipnirstuff.com/forum/viewtopic.php?t=15984&highlight= https://github....
- Fri Feb 13, 2015 9:50 am
- Forum: General Discussion
- Topic: openRA2
- Replies: 7
- Views: 8092
openRA2
Hello
Some here will remember I worked on the first openRA AI when it was a bit crappy.
I am more than enthusiast to know openRA is moving to RA2.
Once you get this done, i'll work on the AI for sure
Have a nice day,
BenjaminLSR
Some here will remember I worked on the first openRA AI when it was a bit crappy.
I am more than enthusiast to know openRA is moving to RA2.
Once you get this done, i'll work on the AI for sure
Have a nice day,
BenjaminLSR
- Fri Feb 13, 2015 9:46 am
- Forum: Mapping and Modding
- Topic: CNC-TD AI doesn't use Engineer correctly
- Replies: 2
- Views: 3196
- Sun Nov 03, 2013 5:36 pm
- Forum: Mapping and Modding
- Topic: TS/RA2 Voxel Support
- Replies: 63
- Views: 70828
- Fri Nov 01, 2013 9:12 am
- Forum: Mapping and Modding
- Topic: TS/RA2 Voxel Support
- Replies: 63
- Views: 70828
- Thu Oct 11, 2012 10:18 am
- Forum: General Discussion
- Topic: [DEV] BetaAI | TOTAL REDO ?
- Replies: 57
- Views: 48084
- Thu Oct 11, 2012 6:31 am
- Forum: General Discussion
- Topic: [DEV] BetaAI | TOTAL REDO ?
- Replies: 57
- Views: 48084
BetaAI needs a total redo. If such things happens I will need someone that know red alert strategies well, to work on it with me (I will handle coding). Every AI available yet (BetaAI first) are wrong. The first thing that need to be done is a full 'base handling'. Anything such as units, superpower...
- Wed Oct 10, 2012 2:21 pm
- Forum: General Discussion
- Topic: [DEV] BetaAI | TOTAL REDO ?
- Replies: 57
- Views: 48084
- Wed Oct 10, 2012 1:37 pm
- Forum: Mapping and Modding
- Topic: [MOD] RA Classic - a Red Alert 1 inspired mod
- Replies: 98
- Views: 323820
- Sat Sep 22, 2012 10:16 am
- Forum: General Discussion
- Topic: [DEV] BetaAI | TOTAL REDO ?
- Replies: 57
- Views: 48084
He needs ppl to help with yaml. He's written over 1200 lines code, but most can be configured in yaml (what to attack, build etc) I can't find anything new to configure at http://xp-dev.com/svn/openRA/mods/ra/rules/system.yaml It looks like everything is still hardcoded to http://xp-dev.com/svn/ope...
- Tue Sep 18, 2012 8:06 pm
- Forum: General Discussion
- Topic: [DEV] BetaAI | TOTAL REDO ?
- Replies: 57
- Views: 48084
- Tue Sep 18, 2012 3:40 pm
- Forum: General Discussion
- Topic: [DEV] BetaAI | TOTAL REDO ?
- Replies: 57
- Views: 48084
- Mon Sep 17, 2012 2:40 pm
- Forum: General Discussion
- Topic: [DEV] BetaAI | TOTAL REDO ?
- Replies: 57
- Views: 48084