by Sprouto » 20 Oct 2016, 13:17
Thanks very much for your comments - everything helps.
I'll see that the Sounds folder gets included in the installer routine, especially as I have just mastered the creation of new sounds and cues for FA. I expect to have audio cues for all the experimentals which don't presently have one, as well as some updated cues for various game events that aren't being triggered at all, or properly. As for the experimentals from SC2, you'll have to thank my partner in crime, HTKatzmarek, as those come from his efforts on this project.
There is still constant juggling of the AI and it's decision plan, but one of the first comments I get from most players is 'WOW - it's just too hard'. And of course, I get those from the other end of the spectrum as well, 'Ach - way too easy'. As of late, most of the experienced FA players using LOUD are using the cheating AI at a setting of 1.05 and finding it challenging. To address those that are struggling, the standard AI is much easier and doesn't employ all of the behaviors that the AIx does.
There are a lot of variables for sure, but map size and unit limit are two of the most important factors. Small maps and low unit caps are not what LOUD was built for, and it shows, and it's one of the reasons we include a good number of popular, but customized, maps with LOUD. A complete understanding of how the AI uses markers, and when, made it important to do that, to insure the best performance. Now, having said that, a lot of the maps we included haven't had much of that done yet...so still more to do --- and as always -- more to come.
Thanks again.