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Making ZK More Active

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Date Editor Before After
5/16/2017 5:18:07 PMGBrank[GBC]1v0ry_k1ng before revert after revert
5/16/2017 5:16:26 PMGBrank[GBC]1v0ry_k1ng before revert after revert
5/16/2017 3:29:41 PMGBrank[GBC]1v0ry_k1ng before revert after revert
Before After
1 AOE2 AIs were cool but even the best were much less sophisticated than our sweet ZK AIs - they were just scripts. They focused on achieving perfect macro and build timings (both of which are relatively simple for AI) since unit control, map parsing and lots of other functions were hardcoded. 1 AOE2 AIs were cool but even the best were much less sophisticated than our sweet ZK AIs - they were just scripts. They focused on achieving perfect macro and build timings (both of which are relatively simple for AI) since unit control, map parsing and lots of other functions were hardcoded.
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3 To emphasise: 3 To emphasise:
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5 ZK has the 2nd most challenging and sophisticated non-cheating AI opponents in the entire RTS genre. In terms of usability they also thrash the starcraft BW AIs, which are prohibitively difficult to set up for anything besides a 1v1 vs player (requires multiple copies of Starcraft 1 be run in a virutal lan). 5 ZK has the 2nd most challenging and sophisticated non-cheating AI opponents in the entire RTS genre. In terms of usability they also thrash the starcraft BW AIs, which are prohibitively difficult to set up for anything besides a 1v1 vs player (requires multiple copies of Starcraft 1 be run in a virutal lan).
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7 Not sure how relevant this is to making ZK More Active, although pulling people into a single player experience certainly cant hurt (and then the multiplayer COOP matchmaking is looming...).