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5. Be sure to simplify your scripts. For example, if you want to execute a script every few seconds, you do not need an expiration timer or counter, set it to evaluate every few seconds and uncheck the "Deactivate upon success" checkbox.
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» 2 Translated tutorials and .. a new project
Posted November 15, 2004. By Mithril.
For all the Germans among you, Ingoneur from ThunderMOD's has kindly translated two of our tutorials into German. They can be found either here at the SDI or here at ThunderMOD's. A big thanks to Ingoneur and ThunderMOD's for the translation and permission.
Thudo has found a new love: Warhammer 40k: Dawn of War. There may be a new AI project but I suppose I'm not allowed to say anything yet because it's not that official yet *cough*
Comments: 0 | View Comments
» Back up!
Posted October 31, 2004. By Mithril.
The Revora Creative Network finally has a server again. Too bad it went down when there was a big discussion in the SDI forum about EA's bugs with DeeZire, Thudo, Lion and Akkrand.
There is a kind of new "ZH community patch" being developed over at the DeeZire forums. For this reason (and for other, more invisible reasons) I have decided to make a "bug free" ZH SkirmishScripts.scb as far as it is possible. For that to work I obviously need to identify the bugs first.
If you know of any AI related bugs in ZH (please remember the definition of 'bug', this is not an AI improvement but a bug fix) please post them in this thread.
Comments: 1 | View Comments
» Dynamic attack paths
Posted July 24, 2004. By Mithril.
New tutorial about Dynamic attack paths is up. If you implement this your AI won't just send teams to die at the enemy base defenses. Especially useful for Burton\Black Lotus rush tactics...
Comments: 10 | View Comments
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