LOUD AI & Game Speed Improvement Project

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Re: LOUD AI & Game Speed Improvement Project

Postby Resin_Smoker » 15 Jul 2018, 18:42

As i understand it, beyond AI improvements, LOUD incorporates a number of mods?
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Re: LOUD AI & Game Speed Improvement Project

Postby Sprouto » 15 Jul 2018, 22:31

It includes subsets of existing mods, adapted for use with LOUD, but fully separate from the core package so they can be turned on and off as desired. Likewise, the included mapset has been revamped to take advantage of what we've learned about marking and about how the AI uses markers.

While the AI is certainly one of the prime features, the performance of the whole package is also key.
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Re: LOUD AI & Game Speed Improvement Project

Postby Resin_Smoker » 17 Jul 2018, 13:01

Assuming someone hasnt already done so...

If i thought there would be serious demand for it, i could release the 4DC units in a generic form for inclusion in LOUD. This would strip away all the specialized scripting and leave the just the units and some of their custom projectiles. Something like this wouldnt be a quick thing either as i’ve not touched these files in literally years.

Like i said it’s really up to the community if i would pursue this or not.
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Re: LOUD AI & Game Speed Improvement Project

Postby MetaOntosis » 21 Oct 2018, 03:03

My problem with LOUD is that every time I set up a transport waypoint for MY OWN land forces, "HQ" has to tell me about it as if the enemy is doing this!
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Re: LOUD AI & Game Speed Improvement Project

Postby Sprouto » 21 Oct 2018, 03:57

I think we could disable that particular voice-over since it's completely wrong.
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