Posted: Sat Jun 04, 2016 3:32 pm Post subject:
Mental Omega News Bulletin #24
Subject description: Testing skirmish AI with new additions!
We've been posting AI-only skirmish videos on our YouTube channel this week, now it's time to talk about some changes and additions shown in these videos.
This time we're keeping it short and sweet while we finish up details on the vanilla sides and almost approach the end of designing the first batch of features for Mental Omega's Side 4 - the Foehn Revolt.
Thanks to recent developments it is possible for me to become an observer of an AI-only game and with proper Mental AI Boosts an absolute mayhem has taken place. AI-only skirmishes are completely different than human ones, they're highly explosive and full of units and constant action, at least as soon as the War Factories are up.
All Yuri's Epsilon subfactions & Confederation on '(4) Eternal Alliance'
All Soviet subfactions & Euro Alliance on '(4) Double Patrol'
All Allied subfactions on '(3) Mystery Town'
There are some new features, changes and details we haven't shown before in these videos. What needs to be addressed first, is that the economy booster buildings in Mental Omega (Ore Purifier, Industrial Plant and Cloning Vats) all function as a single Oil Derrick, which is a thing that was introduced back in the 2013 release. The only difference now is that thanks to Ares DLL the money those buildings provide is visually presented in the form of small animation. Foehn's ecobooster building will have its unique function but also act as a single Oil Derrick too.
The not-so-short version of the list of recent additions & changes can be read on MentalOmega.com.
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Jun 05, 2016 8:31 am Post subject:
This is a clone from this announcement at the Mental Omega Community Project News forum at PPM. Head for Mental Omega Official Website for more information and download on this excellent modification. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Jun 06, 2016 1:11 am Post subject:
I think it might be a matter of ballance. Aircrafts are very fast vehicles and most of the units doesn't shoot them, so it requires a compensation. QUICK_EDIT
I dunno I haven't played it, but watching the video I notice a lot of hefty looking things die too fast, while others comparatively take forever. It just doesn't feel like the unit strength matches what I'm seeing? _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Mon Jun 06, 2016 4:10 pm Post subject:
Part of that is visual style. Most of the vehicles/aircraft in MO are notably larger than vanilla units. They may look beefier, but the underlying stats probably fall in line with vanilla YR units (strength values relative to damage values, etc)
Haven't played in MO in a good while, but the amount of polish is always impressive. That AI is relentless. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
The light, low tier aircraft die fast, they're supposed to avoid anti-aircraft fire whatsoever. The heavy can take some hits.
Most of the planes which require a landing pad will die quickly no matter what tier they're on, but they're fast enough to escape most of AA weapons chasing them.
There's a lot of AA defenses built in those AI bases too. _________________ mentalomega.com QUICK_EDIT
Also, it seems like that the Suppressor and the Virus are buildable infantry instead of stolen tech. Will the Soviets get a stolen tech unit to train as well? QUICK_EDIT
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