1 |
[quote] decrease cost - try 200 or even 100?
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1 |
[quote] decrease cost - try 200 or even 100?
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2 |
do not let it be blocked by shields!
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2 |
do not let it be blocked by shields!
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3 |
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3 |
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4 |
then make AI use silo and randomly target map anomylies and most altered points as targets.[/quote]
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4 |
then make AI use silo and randomly target map anomylies and most altered points as targets.[/quote]
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5 |
This is not much cheaper or more reliable than just having Circuit mass-produce Tremors and spiders in response to detecting large earthwork projects by the opponent team.
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5 |
This is not much cheaper or more reliable than just having Circuit mass-produce Tremors and spiders in response to detecting large earthwork projects by the opponent team.
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6 |
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6 |
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7 |
1200m silo +2x 200m Quake buys you one 1600m Tremor, but while Quake just tears down the wall (if you also apply the shield penetration...), Tremor will also tear down porc around that terraform, kill (and not just unburrow) buried outlaws, etc.
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7 |
1200m silo +2x 200m Quake buys you one 1600m Tremor, but while Quake just tears down the wall (if you also apply the shield penetration...), Tremor will also tear down porc around that terraform, kill (and not just unburrow) buried outlaws, etc.
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8 |
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8 |
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9 |
A
game-side
feature
that
would
make
anti-terraform
AI
dev
much
easier
would
be
some
kind
of
a
LuaRules-supplied
map
of
the
terraform
as
visible
to
the
current
(
AI)
player.
Humans
get
to
see
the
altered
textures,
after
all.
|
9 |
A
game-side
feature
that
would
make
anti-terraform
AI
dev
much
easier
would
be
some
kind
of
a
LuaRules-supplied
map
of
the
terraform
as
visible
to
the
current
(
AI)
player.
Humans
get
to
see
the
altered
textures,
after
all.
Having
a
map
of
visible/discovered
terraforms
would
allow
those
Tremors
to
be
applied,
and
also
would
make
figuring
out
an
algorithm
to
otherwise
defeat
them
much
easier.
|