Can I tell others about it?
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sonicfan12p wrote:
Can I tell others about it?
please do! we need as many people involved to get the blue list done by April 29th! Then I can lead the team into the more difficult list, which I presume you've had a look at already.
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Borrego6165 wrote:
sonicfan12p wrote:
Can I tell others about it?
please do! we need as many people involved to get the blue list done by April 29th! Then I can lead the team into the more difficult list, which I presume you've had a look at already.
How do we tell others without spamming?
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Your signature can be a link to this, like my signature is a link to my tanks project.
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Can you change the name?
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reported this to become "Epic Red Alert 4 collab"
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coolhogs wrote:
Borrego6165 wrote:
reported this to become "Epic Red Alert 4 collab"
Couldn't you have changed the name by editing the topic?
only if no one has replied to that thread it would be possible.
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Bump.
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Lol. I find it a bit bizarre why nobody's actually working on the collaboration.
Personally, I'm trying to reacquaint myself with the Scratch forums and brainstorming a bit for some of my own concepts. If nobody's taking on the task as of yet, I'd be glad to try my best to get stuff done before I return to school this Monday. In case I can't get down to business on this, here are some of the ideas I have had in mind:
Borrego6165 wrote:
6) Checks whether it has reached maximum unit level (of 20 per player)
Six is the oddball criteria. A predetermined amount of kills per unit per level (for crude example, 50 kills per level) would trigger a broadcast for the certain unit to level up.
Simply put, if the unit is:
Below level 20, the unit's level would be increased by 1 when the predetermined amount of kills per level is accomplished.
Already at level 20, the script would simply stop because there is no higher level that the unit can advance to anymore.
This is where things might get a little tricky. At this point, somebody is going to have to create (one/a few) lists.
Regardless of whether somebody creates one list or a couple of lists, each item (#1, #2, #3) will correspond to the unit number that it affects. Each item would contain the corresponding unit's health, level, and perhaps location (not quite sure how location would work out just yet).
eg.
Units (within a singular list)
1 [5.12] <== The number of the item itself (1) would represent the unit it pertains to. The first number (5) would represent the unit's health (out of 10; again, a crude example explaining the concept). The second number (12) would represent the unit's level.
Basically you make an enemy that:
1) Looks after power supplies
One is a matter of how often we would want the enemy to check its power supplies, and what action it would take once it realizes its power supplies are low (this would obviously be to build more power stations to accommodate for the lack of power, or to upgrade an existing power station to churn out some more electrical juice). Of course, the enemy might let the station fall as a strategic ploy; but that's not of the essence right now.
2) Can train soldiers
I'm going to assume that this relates to criteria #6, and that by training soldiers, Borrego means training each soldier unit as opposed to each soldier. At a certain point, however (perhaps level 10-ish); soldiers might need to gain further levels through raw combat as opposed to simple training.
3) Build a battle lab
Considering that Borrego is supplying us with capable artificial intelligence, this should simply be a matter of:
When the enemy will build a battle lab. (A strategic timing concern.)
If the enemy has the cash to spend on the lab, he can construct it. (Monetary limitations.)
If the enemy finds a place to put the lab, he can place it. (Territorial limitations.)
4) Upgrade barracks to robot factory
When the enemy wants to build a robot factory (or when it figures out that robots would be a more powerful alternative to soldiers, provided it can pay for them and the factory), it might as well build it.
5) Makes loads of robots
Whether the person who's going to be working on this wants to permit the enemy to make tons of robots one after another, make them randomly, or make them at its leisure: is up to himself/herself to decide.
gooby pls
good luck

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Karra wrote:
Lol. I find it a bit bizarre why nobody's actually working on the collaboration.
Personally, I'm trying to reacquaint myself with the Scratch forums and brainstorming a bit for some of my own concepts. If nobody's taking on the task as of yet, I'd be glad to try my best to get stuff done before I return to school this Monday. In case I can't get down to business on this, here are some of the ideas I have had in mind:Borrego6165 wrote:
6) Checks whether it has reached maximum unit level (of 20 per player)
Six is the oddball criteria. A predetermined amount of kills per unit per level (for crude example, 50 kills per level) would trigger a broadcast for the certain unit to level up.
Simply put, if the unit is:
Below level 20, the unit's level would be increased by 1 when the predetermined amount of kills per level is accomplished.
Already at level 20, the script would simply stop because there is no higher level that the unit can advance to anymore.
This is where things might get a little tricky. At this point, somebody is going to have to create (one/a few) lists.
Regardless of whether somebody creates one list or a couple of lists, each item (#1, #2, #3) will correspond to the unit number that it affects. Each item would contain the corresponding unit's health, level, and perhaps location (not quite sure how location would work out just yet).
eg.
Units (within a singular list)
1 [5.12] <== The number of the item itself (1) would represent the unit it pertains to. The first number (5) would represent the unit's health (out of 10; again, a crude example explaining the concept). The second number (12) would represent the unit's level.Basically you make an enemy that:
1) Looks after power suppliesOne is a matter of how often we would want the enemy to check its power supplies, and what action it would take once it realizes its power supplies are low (this would obviously be to build more power stations to accommodate for the lack of power, or to upgrade an existing power station to churn out some more electrical juice). Of course, the enemy might let the station fall as a strategic ploy; but that's not of the essence right now.
2) Can train soldiers
I'm going to assume that this relates to criteria #6, and that by training soldiers, Borrego means training each soldier unit as opposed to each soldier. At a certain point, however (perhaps level 10-ish); soldiers might need to gain further levels through raw combat as opposed to simple training.
3) Build a battle lab
Considering that Borrego is supplying us with capable artificial intelligence, this should simply be a matter of:
When the enemy will build a battle lab. (A strategic timing concern.)
If the enemy has the cash to spend on the lab, he can construct it. (Monetary limitations.)
If the enemy finds a place to put the lab, he can place it. (Territorial limitations.)4) Upgrade barracks to robot factory
When the enemy wants to build a robot factory (or when it figures out that robots would be a more powerful alternative to soldiers, provided it can pay for them and the factory), it might as well build it.
5) Makes loads of robots
Whether the person who's going to be working on this wants to permit the enemy to make tons of robots one after another, make them randomly, or make them at its leisure: is up to himself/herself to decide.
gooby pls
good luck
i meant max unit level as in they can only have up to 20 units/soldiers/robots on the battlefield at a time. don;t even bother with veterans and upgrades
brilliant work though!
Last edited by Borrego6165 (2012-04-13 17:42:38)
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Borrego6165 wrote:
Karra wrote:
gooby pls
i meant max unit level as in they can only have up to 20 units/soldiers/robots on the battlefield at a time. don;t even bother with veterans and upgrades
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brilliant work though!
All in a day's work, my friend.
Wait a second. Do you mean to say that units are not comprised of soldiers?

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Karra wrote:
Borrego6165 wrote:
Karra wrote:
gooby pls
i meant max unit level as in they can only have up to 20 units/soldiers/robots on the battlefield at a time. don;t even bother with veterans and upgrades
![]()
brilliant work though!All in a day's work, my friend.
Wait a second. Do you mean to say that units are not comprised of soldiers?
right, i'll explain it from the player's point of view.
when you are building your base, you can train a certain number of units. a unit, can be a soldier, a special (like engineer/spy), or a tank. you can build/train up to 20 units. so if i train 8 soldiers, i can only have 12 tanks. but if i had only 3 tanks, and 15 soldiers, i could have 2 specials. when a unit dies, the population of units decreases meaning that the player would have 19 units in total, not 20, meaning they could train one more unit.
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As far as I know.
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if you had played Red Alert before this would make a lot more sense. Have you played Stick War? Watch this preview on youtube. Well, on that game you have at the top an interface. Look to the right of the interface, and you will see a symbol consisting of two little stick men, and a variable next to it with X/20. The X shows how many stick men you have trained so far. The 20, which will always remain the same, shows the maximum number of stick men you can train.
So. In this game, instead of swordsmen, archers, wizards and giants; you can send out soldiers, special and robots. Robots consist of tanks, missile launchers and ray-shooters. That is what a unit is. Something you train or build and send out to battle.
The defences, can be easily programmed like on tower defence games, so if an enemy is close to it will attack back. The major difference is that there is no restricted path the enemy follows, nor is there a "wave" of enemies.
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I've played Red Alert 2, and Command and Conquer, so, I know what you're talking about. When some more time frees up, I'll do the power supply thing.
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yay! just wait till i come back n start list2! then you'll all regret joining! but it'll be fun at the same time
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As an AI specialist, I would normally drop everything to help with this, but I currently have a huge project that I'm working on.
p.s. Sonicfan12p? I thought you were helping me.
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bump.
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ZachAlbrecht wrote:
As an AI specialist, I would normally drop everything to help with this, but I currently have a huge project that I'm working on.
p.s. Sonicfan12p? I thought you were helping me.
Just tell me what you will work on, and what I should work on, and I'll get on it.
p.s. I was going to ask you this earlier, but I forgot.
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Karra wrote:
I have an experimental project based on the unit list I proposed earlier in the thread. Should I post it?
erm, to be honest that unit list seemed way too complicated, especially the fact that each unit had something like 20 upgrades or whatever the number was. This game is complicated enough, and I don;t want it getting more complicated than it needs to be. But I'll leave that decision to you because I don't want this to become a dictatorship. If you think you can make it work in the game than sure.
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Borrego6165 wrote:
if you had played Red Alert before this would make a lot more sense. Have you played Stick War? Watch this preview on youtube. Well, on that game you have at the top an interface. Look to the right of the interface, and you will see a symbol consisting of two little stick men, and a variable next to it with X/20. The X shows how many stick men you have trained so far. The 20, which will always remain the same, shows the maximum number of stick men you can train.
So. In this game, instead of swordsmen, archers, wizards and giants; you can send out soldiers, special and robots. Robots consist of tanks, missile launchers and ray-shooters. That is what a unit is. Something you train or build and send out to battle.
The defences, can be easily programmed like on tower defence games, so if an enemy is close to it will attack back. The major difference is that there is no restricted path the enemy follows, nor is there a "wave" of enemies.
Stick War is epic!
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