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Messages - leafsaber47

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Another small revision to the file with Tally Hall references, because I couldn't help myself from referencing Ruler of Everything regarding round time messages when 3 minutes are left in the round before Sudden Death.

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I want to try this scheme one day, it has a very detailed description and the concept is nice. I only played Kredens' scheme that has the same name and is based on the same idea, but is very different. Did you try it? Good to see the author of the scheme is around here. Can we play it someday?

Might try Kredens' scheme out someday - it would be interesting for this scheme to have a cup of its own.

Have fun playing matches with this scheme. Would like to see replays of it!

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They aren't really stuff you'd see in real-life warfare, to be frank - Carpet Bomb is quite taking it too literally (using carpets as explosive ammunition) and Napalm Strikes were already enough for the Vietnamese to deal with. I'll let the Holy Hand Grenade slide though since it's based on a singular historical item, scientists have found real-life evidence of similar medieval explosives, and that orb-like item may be well known more for an explosive item than a simple non-explosive trinket thanks to the Monty Python chaps

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W:A definitely needs changes to its primitive CPU AI in the next update. Currently, CPU worms cannot backflip (Backspace twice) and is unable to use a massive amount of weapons. I know this may negatively affect single-player missions, but it's easy to remove weapons from CPUs in certain missions (1, 3, 5, 6, 10, 13, 16, 18, 19, 20, 26, 27) that they weren't able to use before - as long as they were weapons the CPU worms weren't able to use in previous versions of W:A. Not sure about CPU worms in missions becoming able to backflip though - impacting most of the difficulty in the single-player campaign, but it's not much of an impact compared to CPU worms actually using homing weapons in missions, especially mission 13, where the single ammo of Patsy's Magic Bullet they have can actually be used.

List of CPU weapon usage logics to possibly implement that are derivative:
Battle Axe (Fire Punch)
Prod (Fire Punch)
Longbow (Shotgun)
Mine Strike (Air Strike)
Mole Strike (Air Strike)
Priceless Ming Vase (Dynamite)

List of CPU weapon usage logics to possibly implement that might be difficult but can be possible regarding later Worms games:
Homing Missile
Homing Pigeon
Patsy's Magic Bullet
Flamethrower
Earthquake
Armageddon
Scales of Balance
Indian Nuclear Test
Kamikaze
Super Sheep
Baseball Bat
Parachute
Girder

As a P.S., the CPU can actually use the Cluster Bomb, Banana Bomb, Holy Hand Grenade, Minigun, Petrol Bomb, and Napalm Strike, but they are grossly outprioritised compared to their more common ilk. The CPU would rather use regular Grenades over most other grenade-like weapons so it's very shocking when a CPU actually pulls out a Petrol Bomb to kill a worm. Even then, the CPU does not know how to gauge player worm energy thus their poor use of highly-damaging weapons such as the Banana Bomb and Minigun. CPUs would rather use Grenades to kill worms over a couple turns rather than the Banana Bomb which can easily kill a worm from 100 health, and the Minigun is almost never used to kill worms despite its massive damage output compared to the Shotgun/Uzi and ends up wasted for boring holes into terrain. CPUs commonly use Air Strikes but will never use Napalm Strikes unless pigs fly or something. The rarity of the Napalm Strike is so low that CPUs, in certain tight situations, prefer trying to use Grenades, Shotguns, or Bazookas to try to get towards targets but realise they run the risk of backfire from self-damage and skip their turn, instead of just using another Air Strike-like weapon (even then, they don't account for the wind when they ACTAULLY use the Napalm Strike).

P.S.S.: yes, the CPUs commonly use Dynamite, which is actually good for them, but don't use jumps during retreat turns and end up getting damaging from its large blasts. Oops.

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Schemes Comments / Scheme #2713, RLsc submitted by leafsaber47
« on: December 21, 2018, 11:35 PM »
Scheme has been edited to the point I posted this reply to notify players that a handful of things about the scheme has changed.
Find the bulleted list under the goal objective in italics.

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Schemes Comments / Scheme #2714, BAxBoggy submitted by leafsaber47
« on: December 07, 2018, 12:42 AM »
If you're wondering why your battle axes don't instakill, it's because the scheme editor here mistakenly set their power to 255. Battle axes should have 256 Power, and so this post's attached file is a scheme file that tweaks the single value to its correct state.

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