Impossible Creatures

Impossible Creatures

Tellurian Public Beta
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Opdatering: 26. mar. 2019 kl. 13:04

Update

Opdatering: 26. mar. 2019 kl. 12:57

Update

Opdatering: 24. jan. 2019 kl. 18:16

Update

Opdatering: 24. jan. 2019 kl. 18:02

Update

Opdatering: 31. dec. 2018 kl. 23:38

Update

Opdatering: 28. dec. 2018 kl. 21:53

12/28/2018:

Balance:
- Ranged distance is now more expensive
- Build time for spam units has been reduced by about 25%
- Damage now contributes slightly more to power, EHP slightly less
- Immunity slightly cheapened

- Lab Defense becomes available automatically at Level 3
- Reduced duration and cheapened

AI:
----aimain----
- Set initial desired electricity rate to 4, and increased how much the desired rate increases,
making henchmen go for gens quicker and more of them
- Desired electricity rate spike at level 4 to encite the building of more generators for the push
to level 5

----basebuild----
- removed function/string to build landing pad and gyrocopter as AI can't use those assets
- AI should only build 2 rods before level 2
- 8 hench should be present before more than 1 rod goes up
- AI builds 2 research clinics as opposed to one
- Electrical Generators can now be built by AI when 2+ rods are present as opposed to all 4,
but will only be built once a workshop is set up
- AI will now expand more to try to meet these goals:
-min 2 workshops at level 2
-min 3 workshops at 3 on large maps
-min 3 workshops at 4
-min 5 workshops at 5 on small/medium maps, and 6 on large maps
- Implemented ground chamber logic to water chambers if amphib army/map, only builds 2 if ground
- Changed distance of Creature Chamber to base to hopefully allow for more spacing between chambers.
- Number of Chambers will at minimum = # of foundrys + what they feel they need
- Distance from base should now be further based on # foundrys present (also dependent on map size). More aggro chambers xd
- AI will no longer scuttle (blow up) it's own creature chambers if getting attacked and it is far away from the lab.
- now it will scuttle only when it's lab is being attacked...not any attack.
- If the AI is trying to build a ton of soundbeam towers, it will first need to make sure it has 2 creature chambers at its base.

----choosecreature----
- Artillery units are now always accompanied by Ranged Units

----(henchman) henchmansworth----
- increased minimum henchmen, desired number of henchmen, and max amount of henchmen AI aims to have
- made it so that henchmen are balanced with creature production after lvl 2 and before first workshop has been made

----flyerrush----
-Previously henchman were told not to expand during flyer rush. That cancellation was removed.

----research----
- AI can now research Henchmen Yolk and Speed (fixed bug that existed previously)
- AI can now fully upgrade units (previously could only upgrade 3 things)

----rank2rush----
-Created a Rank2 Chamber Rush can randomly happen

GUI:
- Hovering now displays properly in the combiner
- Creature stats are visible to spectators
- In-progress research and construction are visible to spectators
- Player-owned henchmen display some basic stats when selected

Opdatering: 28. dec. 2018 kl. 21:24

Update

Opdatering: 28. dec. 2018 kl. 2:56

Update

Opdatering: 28. dec. 2018 kl. 2:28

Update

Opdatering: 2. okt. 2018 kl. 10:43

-- Changelog for AI --
----------------------

----aimain----
- Set initial desired electricity rate to 4, and increased how much the desired rate increases,
making henchmen go for gens quicker and more of them
- Desired electricity rate spike at level 4 to encite the building of more generators for the push
to level 5

----basebuild----
- removed function/string to build landing pad and gyrocopter as AI can't use those assets
- AI should only build 2 rods before level 2
- 8 hench should be present before more than 1 rod goes up
- AI builds 2 research clinics as opposed to one
- Electrical Generators can now be built by AI when 2+ rods are present as opposed to all 4,
but will only be built once a workshop is set up
- AI will now expand more to try to meet these goals:
-min 2 workshops at level 2
-min 3 workshops at 3 on large maps
-min 3 workshops at 4
-min 5 workshops at 5 on small/medium maps, and 6 on large maps
- Implemented ground chamber logic to water chambers if amphib army/map, only builds 2 if ground
- Changed distance of Creature Chamber to base to hopefully allow for more spacing between chambers.
- Number of Chambers will at minimum = # of foundrys + what they feel they need
- Distance from base should now be further based on # foundrys present (also dependent on map size). More aggro chambers xd
- AI will no longer scuttle (blow up) it's own creature chambers if getting attacked and it is far away from the lab.
- now it will scuttle only when it's lab is being attacked...not any attack.
- If the AI is trying to build a ton of soundbeam towers, it will first need to make sure it has 2 creature chambers at its base.

----choosecreature----
- Artillery units are now always accompanied by Ranged Units


----(henchman) henchmansworth----
- increased minimum henchmen, desired number of henchmen, and max amount of henchmen AI aims to have
- made it so that henchmen are balanced with creature production after lvl 2 and before first workshop has been made

----flyerrush----
-Previously henchman were told not to expand during a flyer rush. That cancellation was removed.

----research----
- AI can now research Henchmen Yoke and Speed (fixed bug that existed previously)
- AI can now fully upgrade units (previously could only upgrade 3 things)


----rank2rush----
-Created a Rank2 Chamber Rush that can randomly happen