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  • '''But Why So Much Complexity?''' Okay, so that's what is being simulated -- but why? To a mathematician, the design of the mix of ships in AI War is not mathematically elegant, and so a few p
    9 KB (1,682 words) - 13:59, 1 February 2015

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  • ...asy are locked off, and you must fight a minimum of two AIs. A lot of the complexity of the game is lost when you only have one AI, because you don't get that r ...asy are locked off, and you must fight a minimum of two AIs. A lot of the complexity of the game is lost when you only have one AI, because you don't get that r
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...erate 100 water along with the electricity that they generate, thanks to a design that allows them to pull condensate out of the air. * A bunch of less-critical buildings have a lot more building complexity, making it so that either their construction times are longer or you need t
    208 KB (34,773 words) - 19:15, 5 June 2015
  • * The funny thing about making a game is that you tend to design it with a certain mode of play in mind. In this particular case, Chris was ...you "in the middle of the battle" whether you want to be or not. The game design was expecting you to put yourself in the middle of the battle aggressively,
    402 KB (68,779 words) - 12:25, 31 January 2015
  • <big>'''What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?'''</big> ...eas I feel like they are (at present) not at all related. This was a core design decision for my approach, to never try for true intelligence, but just to d
    20 KB (3,483 words) - 13:42, 1 February 2015
  • ...tire game. For the first DLC, he wound up doing basically all of the unit design for most ships and structures from a numerical standpoint, and often from a ...definitely suffered from my sudden and calamitous retreat from coding and design, but Badger and Puffin both were aware of what was happening, wanted to hel
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...on the world map has now been updated, since the side-view thawing towers design is finally in place. ...the water or lava at will, given that they are all basically amphibious in design.
    304 KB (51,505 words) - 19:51, 1 February 2015
  • === Tutorials Design === ** Here's the design for how those will work: https://bugtracker.arcengames.com/view.php?id=2173
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...r the most part, these have very little competition with anything else, by design, and you simply should build them to cap. ...change very soon. Just not in a way that is compatible with chapter one's design.
    388 KB (68,179 words) - 10:34, 26 October 2024
  • ...tools for [http://christophermpark.blogspot.com/2009/08/delegation-in-game-design.html delegation of those complexities]. For example: ...rt of the most central demographic for enjoying the game, so their idea of complexity be a bit different from the overall norm, but you could say the same of any
    36 KB (6,383 words) - 10:23, 22 February 2015
  • ** This new design does mean that we can't use any static variables in the base abstract class ...allel faction threads. Since then it's been useless, but it does add some complexity and a potential for bugs. So it has now been removed.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...g Core fleet-ship Fabricators it obeys the Simple/Normal/Complex ship-type-complexity setting from the lobby. * The objectives list now mentions discovered design-backup-servers.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...terms of a pen and paper RPG or similar. This, as you might guess, is by design -- this game is about the player, and what they want to do. The AI does in ...id, the AI is always growing an changing, too -- layering on many sorts of complexity in its behavior makes for a more interesting and varied experience, and mak
    10 KB (1,936 words) - 19:48, 1 February 2015
  • From a coding standpoint, and even from a design standpoint, this is trivial to implement. In fact, very early versions of ...ore quickly, but because of the ([[AI War:Design Complexity|intentional]]) complexity there is still a sense of exploration and experimentation with each new shi
    5 KB (926 words) - 14:04, 1 February 2015
  • * The construction complexity of fisheries has dropped from 16000 to 12000, and fishing wharfs from 32000 ...reating all buildings as if they had at least 1 defender, which was an old design decision but a bad one, and so it was possible for a defending soldier to b
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...eir civil war, the AI now seems preoccupied in another galaxy with grander design than Human's remains extermination. * AI Design: [[AI War:AI Design|What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?]]
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...om what was considered a beta status, and instead proceeded with a revised design on our existing engine in order to make sure that this sequel fully lives u ...do and to run past folks in the forums and such before we commit to a new design. That said, we need to be able to easily test having more factions in play
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...m the probes in question), this makes very interesting mazes of increasing complexity for you to navigate through. * Quests are completely absent in Betrayal Mode by design (nobody wants your help, traitor!), but previously you could still pointles
    349 KB (57,816 words) - 12:25, 31 January 2015
  • *** On the complexity-based difficulty side of things, that complexity only comes into play if your decisions actually matter. If you have 100 en ...red us, too. That happens more than you might think when it comes to game design.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...e those more efficient with these methods, although there's still a lot of complexity there. ** The complexity of this particular rework made our heads spin a bit, but it's a major pilla
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * Design Template Servers in the codebase are now gone. The concept of warheads, in ** These are separate from the Fleet Design Templates, since these are about UI organization, which is different from t
    122 KB (21,444 words) - 14:29, 18 April 2019

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