Search found 25 matches

by BroodKiller
Thu Sep 04, 2008 10:17 pm
Forum: PyMS (poiuy_qwert's complete modding suite)
Topic: PyMS v1.2.1
Replies: 141
Views: 35573

There is a typo in the last flag in PyDAT->Units->Advanced editor. Says "Uknown" instead of "Unknown". Great to see this project going so well, have you considered moving to a more native-looking widget toolkit, like for example wxPython or something?
by BroodKiller
Sat Aug 09, 2008 9:44 pm
Forum: StarCraft Modding
Topic: AdAstras AI
Replies: 86
Views: 5798

[quote name='bajadulce' post='4802' date='Jul 29 2008, 01:20 AM']Poiuy has informed me that there was some type of corruption with the units.dat that we generated for the different difficulty levels, but assured me that there wouldn't be an issue; so that rules that out.[/quote] To look for corrupti...
by BroodKiller
Sat Jul 19, 2008 12:31 pm
Forum: PyMS (poiuy_qwert's complete modding suite)
Topic: PyMS v1.2.1
Replies: 141
Views: 35573

[quote name='poiuy_qwert' post='4682' date='Jul 18 2008, 10:14 AM']Now an update on PyIScript (got any ideas for a better name?)[/quote]
Why not just PyScript? Alternatively, PyIsc or PyACE (animation code editor)?

Oh, and great work on that modding suite :)
by BroodKiller
Tue Jun 17, 2008 8:00 pm
Forum: StarCraft Modding
Topic: AdAstras AI
Replies: 86
Views: 5798

Grins! :) I played a few games and haven't experienced any crashes. I do have something to report though. Dunno if that's specific only to the Difficult AI, but more often than not it simply stalls early in the game. It builds a few docks and not even a single ff. I waited to see if it breaks out fr...
by BroodKiller
Sat May 31, 2008 8:32 am
Forum: StarCraft Modding
Topic: AdAstras AI
Replies: 86
Views: 5798

Well, those games were like that because we're both aggressive players and engage into battle early on. Mid-tier units are as far as we go, because by that time the conflict is resolved. Although Lord Agamemnon said that he's against turtling in AA, this mod has a clearly slower pace than the origin...
by BroodKiller
Thu May 29, 2008 9:55 am
Forum: StarCraft Modding
Topic: AdAstras AI
Replies: 86
Views: 5798

Fun? I prefer to call things like this a merciless stomp...They clearly had little idea of how to play AA, which could be see in the first minute when they went Colony ships. You could have owned them in less than 10 minutes but you decided to have some fun instead, sadist :P Hmm...I think I should ...
by BroodKiller
Wed May 28, 2008 6:27 am
Forum: StarCraft Modding
Topic: AdAstras AI
Replies: 86
Views: 5798

Good news baja, thanks. I was just to ask if we can expect an updated version anytime soon ;) I don't play the mod itself, but I'll be looking forwards to the AAAI.
by BroodKiller
Sat May 03, 2008 6:50 pm
Forum: StarCraft Modding
Topic: AdAstras AI
Replies: 86
Views: 5798

[quote name='bajadulce' post='3782' date='May 3 2008, 08:15 AM']ff-rush is no longer an issue with the next version. :roll:[/quote] Just you wait...:P I have been experimenting with this: proposed for Insane and Teamvs. modes only 1. slightly faster and cheaper tech + more cash for player (150 mater...
by BroodKiller
Sat May 03, 2008 11:27 am
Forum: StarCraft Modding
Topic: AdAstras AI
Replies: 86
Views: 5798

[quote name='bajadulce' post='3770' date='May 2 2008, 09:13 PM']I've done some experimenting with the mod over the past few nights and have manipulated the data once again in favor of the computer so as to get the Ai rolling quicker for the insane difficulty levels. I am currently nerfing my latest ...
by BroodKiller
Thu May 01, 2008 9:05 am
Forum: StarCraft Modding
Topic: AdAstras AI
Replies: 86
Views: 5798

The early-early ff rush is a double-edged sword, because you sacrifice the W1 tech for the sake of quick ffs. I think it's a bit like the 4pool rush in the original game - if it works, you've won, if it doesn't, you're either screwed right away or at best setback. Thus, if you implement a successful...

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