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Messages - monkit

#1
Quote from: Hero_Lief on April 02, 2010, 08:38:45 AM
Quote from: Ceron on April 01, 2010, 03:47:32 AM
the limit of 4 players... there should no reason to be a limit, as you can open more connection slots.



Currently, the official StarCraft II Beta only supports 4 players. They've only released 2v2 maps so far. Apparently, the engine they've given us can only handle 4 player connections (they have, quite obviously, the full engine under their layers of programming at Anaheim).
There are 6 player maps created by users here at DarkBlizz and on other sites, but who says they work with other humans? They're not even fully stable.

I think its the almost full engine right now without some functions as testing is required. Beta would eventually add the function of more players being able to play together. Still keep in mind that the engine could already handle more than 4 players at the start but the function is just not added yet.

(Its like you make a big pot of pork soup that can serve 12 people, but you only serve 4 as there are too many sand particles at the btm of the pot and you don't want to spoil the taste for the rest of them)

The reason why the maps are now for 4 players are because with more players, they have to design them with the players in mind so that the map is balanced and not just throw in some crappy map n you will see people complaining that the map sucks.

So as Beta updates itself with more player capacity, bnet emulator would as well, just that changes to the emulator might be needed.

#2
Quote from: Ceron on April 01, 2010, 03:47:32 AM
If i may ask... How come units/spells bugs?
the game as it is, is playable without bugs(we play vs ai with no problem)
What is the reason for bugs to be in this project?
I thought they worked on making a connection, to make a bridge for others to connect to.
the limit of 4 players... there should no reason to be a limit, as you can open more connection slots.

The game it self does not have bugs, if you Imagen a planet protected by a protoss shield as the game, i understand you could need to make holes in the shield to make connections to other planets, and that could disrupt the flow inside the planet.

Could i know the reason for bugs?

We vs AI is a lan connection. We vs another player on another computer is a different case. Never heard of the 4 players limit though, but should be able to have more as time progress. Let me quote you an example to ur phrase.

Example:

I am at work, suppose to pass you an information that you have to finish up project A before project B. I call you via telephone. (The connection that you decribed as a bridge).

So you picked up the telephone. But I don't talk at all, thus it failed. (bridge established, but where is the info?)

The programming team now is trying to make sure you pass on the FULL data to the receiver, but it ain't that easy as I can leave out a few points during phone conversation and create misunderstandings between the caller and the receiver. And those misunderstandings are thus the bugs.

and for your current AI vs yourself is just like talking to yourself in the mirror.
#3
Trash Can / Re: Battle.net 2.0 EMU - Preview
March 27, 2010, 04:49:32 PM
i think its real.  :) I stumbled on http://code-gen.net/sc2beta/
which is another team making the EMU. just look at the progress.
Its about 5% i think if decoding data commands for every unit

- SCV is 100% done
- Barracks 100% done including Reactor and TechLab
- Barracks units (Marine, Marauder) 50%
- Factory 100% done including Reactor and TechLab
- Factory units (Hellion, Tank) 50%
- Probe is 100% done
- Gateway units (Zealot, Stalker) 50%
- Drone is 100% done

1 more month till at least 1 race is done I feel that terran should be first, zerg would be last since they are more complex. The video they gave looks like crap as well and did not show the login screen. Could be fake but.. the process seems too technical to be fake. Your choice to decide.  :-X
#4
love the new v6.0 just a note though, the AI does not dance around the spot any more  ;D YIPPEE~! but the workers does when they want to scout ur base. Much harder than the previous. Keep up the good work  :-*
#5
 :D i love that it is a challenging AI, I am amaze that it is only a weekold. But I would also like to give suggestions just as 5.5 has its ownimprovement thread. Just registered to post this to give a few ideas  :) don flame me T.T

- I think there should be thread on "what we will be implementing in the future for the AI" else this will just keep going on
- AI needs to counter ur units. (e.g you build carrier, AI mass roaches and zerglings = fail)
- I feel that zerg queen should plant the creep expander and expand through out the map.
- zerg should send overlord drop creep at every empty base so as to prevent people from building on it other than zerg
- AI needs to attack the base through the rocks if that single pathcannot be pushed through. (This is hard to do as different maps workdifferently)
- zerg could try tunnel attack
- terrans need to block entry point (hard to do)
- AI needs to stop "patrol" (e.g walks to enemy, sees unable to win thefight, retreats 3 sec, comes back the same point and retreats again)
- Current AI can use skill but not the useful ones (High templar runsaround but don't storm, perhaps did not research the skill yet.Infestor does not aoe seems like spamming infested terrans.
- zergs need to burrow to hide their presence

so what do you guys think about it? How bout a super smart AI