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V map pack total annihilation
V map pack total annihilation









v map pack total annihilation

Zombieland 7: 31 x 31 (ai all around, large map, ai on outer lower area, player on large central raised platform.

v map pack total annihilation

Zombieland 6: 18 x 18 (ai all around, smallish map, ai on large raised platform with lots of room to build, close to player, player in central pit in a very small fort… probably the most difficult of these maps to play. Zombieland 5: 31 x 31 (ai all around, large, ai on very large raised platform with lots of room to build, close to player, player in central pit. Zombieland 4: 31 x 31 (similar to Zombieland 3, more open fort, player on raised platform in center Zombieland 3: 30 x 30 (ai all around, large, ai on raised platform, player/fort on raised platform, big ditch all around Zombieland 2: 18 x 18 (ai all around, smallish, holey walls) Zombieland 1: 18 x 30 (very simple map, ai scattered) The challenge… don’t use DT’s or fort walls. Add the appropriate fleabowl unit ufo file (and addon ufo if you’re brave) to you TotalA directory. Rename the chosen default.txt (OTA or UH) to metal.txt and throw into your ai folder. Just make sure to set all the ai to ARM and allied. If you play THE PACK, there is an included PACK-specific fleabowl that goes along with that mod.

v map pack total annihilation

I highly suggest you use, or at least TRY the included Fleabowl AI by Quitch(y)… this ai includes old original Fleabowl 3 AI (Queller FB3, in both OTA and Uberhack versions), and also an add-on pack which adds some modified nasty fleas. The ai is set to metal for all maps, which will allow you to play around with whatever ai you care to replace it with. Some are smaller and tighter, others more expansive. The enclave or fort is intended for protection, and has a number of geos placed so that geo-powered cannons can be used for defense if you’re playing a mod that uses them (Uberhack or Uberhack based mods such as THE PACK)īeyond that, the maps vary in how they play… some maps are flat, some place you on a “hill”, some place you in a “pit” giving the height advantage to the ai. Path finding is typically simple, with little or no features placed and few if any obstacles between you and the ai. You are either surrounded by the other 9 start positions, or the other 9 start positions are all above you on the map (so the ai factory openings all point down). Each map supports 10 start positions, with the human player intended to be at position 1. Geos are plentiful at the human start positions. All are full metal output, reasonable winds, high tides if water exists on the map. There are certain commonalities to the 9 maps. FWIW, it should be possible to rack up tens of thousands of kills during a skirmish game on any of these maps. They’re intended to replicate the feeling you get playing against a horde, defending your little enclave… thus the names of the maps. This is a set of maps intended for pure skirmish play. NOTES: Maps intended for pure skirmish play. MAP NAME: Zombieland Map Pack (includes 9 maps, Zombieland 1 thru Zombieland 9)











V map pack total annihilation