Retirement…

Mind

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My map, the result of about 4 months of extremely hard work, I realise, is a total failure: It is impossible to enjoy it due to extremely slow game speed.

I will, although I'm rather undecided and ambivalent, probably quit designing maps; This pastime guided me only deeper in depression.

If I will ever make a map again, it will definitely not be a multi-player map, that is certain. Making a multi-player map has endless disadventages not to be ignored.
 
Just follow your heart. Do what you want to do and don't make maps because you feel obligated to do so, do it for the fun of map making and the enjoyment you get out of people enjoying and having fun with your maps. Maybe you can make maps that are more personal and make them just so you can have fun with them, just an idea of course. But under no means don't make maps becase other people tell you to or because you feel pressured into it. I have done that before and it isn't fun at all because it's a pain in the back side and you end up doing a very poor job. All I'm saying ids to folow your heart and make maps for the fun of it and no other reason. Also don't retire from the forums because we need you here, it wouldn't be the same without our little Mind now would it?:)
 
All I'm saying ids to folow your heart and make maps for the fun of it and no other reason.

Also don't retire from the forums because we need you here, it wouldn't be the same without our little Mind now would it:)

Aww. That was paradoxal.

No, I don't intend to leave the forum - for now. But I won't ever make a multi-player map again!
 
The word "paradox" means "self-contradiction", which isn't pejorative at all.

paradox

n : (logic) a self-contradiction; "`I always lie' is a paradox because if it is true it must be false"
 
Another reason why I fail to enjoy my own map is, undeniably, is that I am its author; When I play my map, the painful memories of many accumulating problems and oppressive ambitions return.

Ironically, I also forget the goals in my own map. Somehow, the players of my map need to be guided in the right direction… Unfortunately, I can not use the Quest Menu.
 
Playing multiplayer doesn't make me feel like I'm a loser, sitting at home playing a computer game by myself.

Are you insinuating that I'm unsociable, hereby attempting to fuel my infe- Oh, shut up, petulant, irritating me.

Anyhow, Life in Lordaeron needs to be enjoyable in Single Player; Its game speed in multi-player is far too slow.

To be enjoyable in Single Player, each force needs accurate artificial intelligence.
Unfortunately, and unexplainably, the "Run melee AI (for computer players)" is insufficient… Why?

Ironically, I also forget the goals in my own map. Somehow, the players of my map need to be guided in the right direction… Unfortunately, I can not use the Quest Menu.

This was, indirectly, a request for ideas, which hasn't been answered yet, and, I sense, will be ignored.
 
Stop bending the conversation; My questions are still unanswered.

Err, Conan has just won the 'Unprofessional post of the Week' award.

Most of your posts in this topic, including this one, weren't relevant either; The pot is calling the kettle black.
 
Well I can only do the one for now, really.

"To be enjoyable in Single Player, each force needs accurate artificial intelligence. Unfortunately, and unexplainably, the "Run melee AI (for computer players)" is insufficient… Why?"

The AI script is designed for melee play. Building units and teching off the base structures of melee.

You can't hand it a bunch of units and ask it to play. It will just be confused without workers, standard buildings and standard units.

The AI will also concede the game if conditions are bad enough, like having no hall or peons, and little army. Or the mony has run out. Etcetera.

To the best of my knowledge, custom AI scripts just give the AI guidlines to do the task mentioned above. Order of buildings, units prefered, tactics. Odds of traing heroes.

In conclusion, you will have to write triggers to control your specific AI needs.

Attack when it has this many units.
Do this in the meantime.
Spend your money this way.
Learn skills for heros manually.
Cast spells in battle.

There may be free code at WC3C download area that can help. Maybe.

[edit]

Uh, if you listed my posts, you will see each one pertained to Multiplayer vs Single player maps, which is THE topic you started, and thus I feel it is relavent, except for one.

The last one was an indirect Moderator correctional post towards Conan. But OKAY, whatever. There gone.
 
Eh, won't the AI Editor be sufficient enough?

It wasn't necessary at all to remove the purposeless posts at all. It leaves gaps in the conversation, but doesn't help me. All I asked, was that my questions were answered.
 
Originally posted by SD_Ryoko
In conclusion, you will have to write triggers to control your specific AI needs.

Attack when it has this many units.
Do this in the meantime.
Spend your money this way.
Learn skills for heros manually.
Cast spells in battle.

Isn't this exactly what the AI Editor is all about?


A default melee one won't do it, but a custom AI will work just fine for this.


Yours
AceHart


Ever noticed that there is only one "e" in AceHart? :)
 
I'm totally new to the AI Module, but I doubt that it is sufficient enough to manipulate the behaviour of custom units.

Also, how can I use AI Scripts?
 
Ai editor sucks seriously. It only works for regular melee games. The best AI can tell you without giving you a tutorial about it (I've made many AI scripts) is to open up any anime arena map and look at the AI triggers. That'll give you a good idea of what to do. I wouldn't get into writing your own AI scripts for awhile. Hell, it took me FOREVER to learn how to Ai script and I still don't know all of it... But hey, it's like any other computer programming language. Ask Ryoko he knows what I'm talking about.


P.S. if you don't have anime arena then ask on here for it, I bet somebody will give it to you. Also the AI on there is just using simple triggers to configure the AI to do certain things.
 
He means imported script, so you need run x.ai for player y.
 
Er, is this trigger action adequate enough?

Code:
Player Group - Pick every player in (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing))) and do (AI - Start campaign AI script for (Picked player): Carakus.aip)
 
Did you try it out?

Also I was wondering where I could get the latest version of Life in Lordearon. Wanna try it out :p
 
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