Close matches would still be decided by luck, but it should at least avoid extreme cases such as the one I have experienced. My suggestion still leaves a small randomness factor such as the coins’ spawn position’s proximity to the hero as well as coin concentration areas. More specifically from an implementation point of view, coins should be spawned in pairs, both with the same value, one in each side of the map. For example, for each coin the referee spawns, it could spawn a coin with the same value in the opposite side at the same time. So, I would suggest to spawn the same amount of gold in both sides. Then I realized that it could be that I was just on a bad seed, so I re-submitted my code and destroyed the poor AI then. I’ve spent several days optimizing my code and I just couldn’t beat the simple AI no matter what. The main issue I’ve had with this level is that coin spawns seem to be completely random: the referee may spawn way more gold in a player’s side than the other. I’m trying to figure out how to minimize that randomness. But, Humans do have a minor advantage in Cross Bones due to the skeletons, it seems. I am getting stuck on the level Sand Mushrooms in CS3 (Desert). Sorry to revive this old thread, but it seems like this level hasn’t been published to the general public yet, right? 2 Throwers + 2 Scouts is very roughly equivalent to 1 Soldier + 1 Archer, at least theoretically/in test battles.
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