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sheepofdumb wrote:I'm not scum, just a threat to the town. There's a difference, thank you very much.
ga7 wrote: I'll keep my vote where it should be but just in case Vote Strike Wolf AND f*ck FLAMINGOS f*ck THEM HARD
The Weird One wrote:I think this is a good idea.
wicked wrote:agreed, I'm scum. vote wicked.
Dariune wrote:Who said thaf > if i dont (f*ck SAKE!!!) go soon shi gfonna get in troubl with Jen. Teehee
I not drunk im tipsy and my key board is shite thats akl
Just to reiterate my position my suggestion is not about AI players. It's an interesting topic, but not for this thread. Perhaps AS players? Artificially Stupid? That describes my zombies pretty well. [Continuing the off topic train of thought - I like the idea that the site provides a programmable AI engine that could, perhaps, be 'programmed' using XML or something. Each of us would be able to write our own AI code and paste it into the engine. There could then be AI tournaments etc with the points going to the programmer ... Like I said - interesting, but off topic ]Twill wrote:Or you could get really cutting edge, set up a rules based system for deciding if they should attack (for an AI coding example, see ... <snip> ... Or there are other systems this could be based on other than territory names or randomly. For example, it could be based on who holds the most territories, who has killed the most natives (revenge is sweet), path of least resistance, path of most resistance, closest target (map makers would have to take this into account in their designs), only attack when provoked (i.e. attack only if attacked first), attack if relative player armies in country being attacked is less than 10% or above 75% (easy pickings vs desperation), set by the map maker ("motives"), randomized motive but announced.
Yes. They would always behave in an utterly predictable manner. (And this will apply equally to maps designed before zombies and those designed specifically with them in mind.) But that doesn't mean you could predict the behaviour with any certainty until it was too late. I'm probably being a bit over the top here, but I think a sub-chaotic behaviour would result. There would be a kind of "butterfly effect" possible in that players could radically change the route of the zombies by attacking tactically.Twill wrote:I think alphabetical territories is a mistake because in some maps (because this feature hasn't been designed for) the computer would always go one way. Always.
I agree that this option would not suit some maps. And certainly some of the newer maps with pre-defined large numbers of neutrals may not be appropriate. Remember that neutral zombies is intended as an option not a default setting. It should be switchable just like Fog of War. Some maps will suit NZ's (Neutral Zombies) and others won't - we all have our preferences for certain game options on certain maps and this intended to be another option.Twill wrote:For example, in midkemia, Qwan starts with 6 neutrals, it would always attack earennial, which would suck to start there, kind of like alcatraz in LA.
And this is where the sub-chaotic behaviour kicks in I think ...Twill wrote:it's just too simple of a system and will get boring after a while, there needs to be uniqueness if not randomness. if you have a classic map, and neutrals end up in kamchatka, they will always attack Alaska, Alberta, Northwest tarritories, greenland, iceland, great britain, n. europe, s. europe, egypt, congo etc etc etc. no matter what the opposition looks like - it's like a one player suiciding in a 3 person stand off - someone always gains and someone always loses, and nobody likes being on the losing side and nobody can control it.
I think it needs less work than you think. But you've got me thinking enough that I'm going to go and do some play testing on Classic map (since I have the board game) and report back to the thread ...Twill wrote:I like the idea, it needs a lot of work before we consider implementing it though
hasaki wrote:I just read your idea I and i dont think it will work. As you said when the N-army reaches 4 armies it will attack. Apart from a dead beating player the
N-army will never have over 4 armies on any one place at any one time.
So I just don't see the point in having something like this unless the N-armies could build up to a sizable force before attacking.
hasaki wrote:I just read your idea I and i dont think it will work. As you said when the N-army reaches 4 armies it will attack. Apart from a dead beating player the N-army will never have over 4 armies on any one place at any one time.
So I just don't see the point in having something like this unless the N-armies could build up to a sizable force before attacking.
If (zombie != 0) { //does not equal 0 is what us paranoid folk do for true
{
Territory x = 0; //need this later
Territory y = 0; //ditto
Neutral Grow All Owned Territories By 1; //autodeploy 1, if I understood that right
Cycle through owned territories; //some sort of loop
{
while (armies > 3);
{
Check borders; //another loop
{
Territory x = current iteration;
if (Territory y < Territory x)
Territory y = Territory x; //ignoring alphabetical preference atm
}
Auto-Attack Territory Y;
if (Win)
Fort All;
}
}
}
Coleman wrote:I'd write this, not for free, but I could write it. It wouldn't be very hard.
The logic...
- Code: Select all
If (zombie != 0) { //does not equal 0 is what us paranoid folk do for true
DiM wrote:Coleman wrote:I'd write this, not for free, but I could write it. It wouldn't be very hard.
The logic...
- Code: Select all
If (zombie != 0) { //does not equal 0 is what us paranoid folk do for true
i was sure 0=false and 1=true
Coleman wrote:DiM wrote:Coleman wrote:I'd write this, not for free, but I could write it. It wouldn't be very hard.
The logic...
- Code: Select all
If (zombie != 0) { //does not equal 0 is what us paranoid folk do for true
i was sure 0=false and 1=true
Close, 0 is false, everything else is true. -33 is true, 42 is true, .02347 is true.
So anything that is not zero is true.
I guess someone could come up with a programming language where that isn't the case, but everything currently written beyond 1 & 0 only (boolean logic) behaves where 0 is the only false value.
Rogue42 wrote:There was an old boardgame that used this idea. It was a game with Hero's and magic. But the zombies were Orc's. They added a new dimension to the game. The orcs could be ignored but if they got over a certain number they would frenzy and attack any territ touching them. Each turn all orcs would get one per territ as reinforcements.
It added a great element to game play. All players had to work together to keep them in check while still trying to take over the rest of the players. We had a few that ended up with orcs taking over but not very many.
I would love to see it added as an option.
I missed the significance of this when I first read it.DiM wrote:AoR magic with zombie mode on would be a battle for survival. killing others won't matter surviving the longest will be the idea.
which come to think of it would be something really really nice.
Twill wrote:... there are other systems this could be based on other than territory names or randomly. For example, it could be based on who holds the most territories, who has killed the most natives (revenge is sweet), path of least resistance, path of most resistance, closest target (map makers would have to take this into account in their designs) ...
I think alphabetical territories is a mistake because in some maps (because this feature hasn't been designed for) the computer would always go one way. Always. For example, in midkemia, Qwan starts with 6 neutrals, it would always attack earennial, which would suck to start there, kind of like alcatraz in LA. - it's just too simple of a system and will get boring after a while, there needs to be uniqueness if not randomness. if you have a classic map, and neutrals end up in kamchatka, they will always attack Alaska, Alberta, Northwest Territories, Greenland, Iceland, Great Britain, n. Europe, s. Europe, Egypt, Congo etc etc etc. no matter what the opposition looks like - it's like a one player suiciding in a 3 person stand off - someone always gains and someone always loses, and nobody likes being on the losing side and nobody can control it ...
You're right.Lone.prophet wrote:if it is alphabetical than it has do do with the luck where you start
maybe make it attack the weakest/strongest territory it can first than if they are the same alphabetical maybe
mitchmitch summarises the point made by several others. We all have a preference for just what to call this gameplay effect. Personally I still believe zombies are where it's at [see George Romero's zombie films, Simon Pegg's "Shaun of the Dead" and Max Brooks' "World War Z"], but ultimately it's a subjective thing. I suggest that for the immediate future we discuss the gameplay mechanics and if, "praise the lord/lack", the idea is marked to be implemented we can then debate the naming.mitchmitch11 wrote:ok, I like the idea but I say we keep to risk and not bring in aliens or zombies or fictional caracters. Why dont we just call them rebels or outlaws or something like that. I would prefer that a lot more than zombies or aliens. But that is just me.
cicero wrote:
Any neutral armies on the map are zombies.
The zombies automatically take their turn last in the game round.
At the start of the zombies' turn one army is added to every territory held. Zombies do not earn any bonuses.
All zombie territories with 4 or more armies auto-attack their non-zombie neighbour* until they win the battle or have 3 or less armies. If they win the battle they advance all possible armies. If they have no non-zombie neighbours then they cannot attack (just as for normal players). The zombies continue their turn until they cannot attack further as defined by these rules.
Cicero
jennifermarie wrote:cicero wrote:
Any neutral armies on the map are zombies.
The zombies automatically take their turn last in the game round.
At the start of the zombies' turn one army is added to every territory held. Zombies do not earn any bonuses.
All zombie territories with 4 or more armies auto-attack their non-zombie neighbour* until they win the battle or have 3 or less armies. If they win the battle they advance all possible armies. If they have no non-zombie neighbours then they cannot attack (just as for normal players). The zombies continue their turn until they cannot attack further as defined by these rules.
Cicero
(shortened and bolded for emphasis) How would the bolded part work during a freestyle game if people are delaying their turns and run out the 24 hour clock? or would the zombie start playing during the last 2 minutes of a round guaranteed? (unless able to play earlier due to people not waiting until the last second?)
jennifermarie wrote:cicero wrote:
Any neutral armies on the map are zombies.
The zombies automatically take their turn last in the game round.
At the start of the zombies' turn one army is added to every territory held. Zombies do not earn any bonuses.
All zombie territories with 4 or more armies auto-attack their non-zombie neighbour* until they win the battle or have 3 or less armies. If they win the battle they advance all possible armies. If they have no non-zombie neighbours then they cannot attack (just as for normal players). The zombies continue their turn until they cannot attack further as defined by these rules.
Cicero
(shortened and bolded for emphasis) How would the bolded part work during a freestyle game if people are delaying their turns and run out the 24 hour clock? or would the zombie start playing during the last 2 minutes of a round guaranteed? (unless able to play earlier due to people not waiting until the last second?)
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