So shall I make it a game? Also, whom do I add next? Cavalry, Leader or Engineer?
@MrBannaMonkey Жыл бұрын
you should definitely make it a game
@eggnoob1036 Жыл бұрын
make Leaders
@dani-ct2vf Жыл бұрын
cavalry please
@dani-ct2vf Жыл бұрын
Also a total-war sort of game on this style would be super cool
@Bananabreadidk Жыл бұрын
Make it a game and I'd say Leader that gives buffs to units around him and he has a pistol that does 25 damage on it (or 40 if its too little) and a small knife that does 30 damage the Leader can only dodge and there should be radius buffs like movements speed,reload speed stamina regain but every unit is punished if the Leader is unalived so they have to be protected and if they unalive an enemy unit in the commander's radius they get a bit extra reward and the leader only has 75 Stamina and 80 or 95 HP and they can also sprint but slightly slower than warriors and only 5 Stamina per second and they buff medics healing radius and other special effects of future units
@physicsgamer5141 Жыл бұрын
Give commanders a radius in which they can be “heard” by other soldiers and can give orders, and allow commanders to send information to the other commanders like their position and some arbitrary values they can learn to encode themselves. That way commanders are local level coordinators and can coordinate with each other without overwhelming their decisionmaking.
@blabbobabboo5218 Жыл бұрын
Add a special commander, or more so just a non-random selector so only the best soldiers (if they survive) come to the next generations. If they die, their removed unless their faction lost. Then they get to keep trying.
@1-0-y9g Жыл бұрын
So like commander can say come here go there that sounds cool
@DGrant1801 Жыл бұрын
@@blabbobabboo5218either that, or have a kill point system, where if theres a bot with, say, 5 kills average more than the other bots around it within a given proximity, it becomes the commander for its proximity. 🤷 That way its a Commander system based on successful kills. And maybe make a small reward system based on that that way bots want to become commanders.
@BlueFan99 Жыл бұрын
You should give ai the abiliy to share certain information with the ais nearby, as well as know who and how many friends are near him. This would be the best way for them to work together. More info they have, more complex their actions will be. Information AIs should have access to and share: their cooordinates, last 5 actions they did, average direction they moved last 5sec, coordinates of closest enemy, coordinates of closest ally, current direction of movement.
@Zuzelo Жыл бұрын
I have been considering to have something similar, perhaps with slightly less information to share. I will have to give it a try and see how it works
@lollol5263 Жыл бұрын
@@ZuzeloOne of the "intel" agents should know is ally's/enemy's angle. That way they potentially learn to glimpse in direction their ally's looking. Or maybe agents should "hear" actions.
@Uncrea-b9h Жыл бұрын
@@Zuzelo Perhaps, instead of outright losing, they are heavily punished if the leader dies, even if they win.
@SufficingPit Жыл бұрын
It might be interesting to have an "AI General" that isn't an actual unit and instead decides the placement and ratio of what units to use prior to the match beginning. Maybe also cordination where it can 'view' the whole evironment and 'order' units into groups and to locations which could fix problems of late game where units have a difficult time locating each other. Though the ordering while the sim is running might take away from the natural cordination and cooperation each agent has learned themselves. As for the leader unit you suggest as an option to add at the end, I like the idea of an officer type of unit that provide buffs and incentive to protect, but outright losing if killed seems a bit much. Perhaps it can provide buffs while alive, but if dead will give a overall debuff to all units where it is more likly for them to lose, but won't result in a situation of one side being heavily heavily ournumber but winning just because one unit was taken out.
@Zuzelo Жыл бұрын
Like the commander mode in battlefield! Regarding the leader, you might be right that insta loss is too much. Might be worth trying out both versions to see what makes for the best strategies
@Benw8888 Жыл бұрын
@@Zuzelo One way to add a "General" unit is to have a promoted soldier that can command nearby allies (I'd implement this by having the General AI neural network output a vector that is added to a middle hidden layer of every nearby ally's neural network) so that there can be some actual cooperation instead of single agents acting independently. Then, the General agent gets a reward based on whether its commanded allies kill enemies (it's your choice whether the reward is an average of the soldiers under command or the sum). The commanded allies still get trained as normal. A caveats: the soldiers need to know (aka have as input) their cardinal facing direction, so the general can command them to rotate until they face the same direction.
@The_518 Жыл бұрын
Engineer could be pretty interesting, I can imagine medics with musketeers and engineers hiding together and forming some sort of impenetrable fortress
@Zuzelo Жыл бұрын
oooh that would be cool!
@pichitosmalltown3239 Жыл бұрын
The leader idea is amazing! Having something to protect instead of aimlessly walking around until they see an enemy provides better opportunities for them to develop a slightly more complex strategy
@Zuzelo Жыл бұрын
Yesss and imagine the sneaky strategies and operations the agents will attempt to take down enemy leaders!
@HorrorStained Жыл бұрын
Did you all notice that in the zombies in the final battle were going backwards? I image that it may be a attempt at confusing the musketeers’AI. If I remember correctly with their vision they can only see what they are seeing is, the orientation and distance away from them of there target. They can’t see the speed and the direction of that their target is moving so they don’t realize that the zombies are moving toward them. Well, until they adapt which they probably did or not. I don’t know. Feel free to give me your thoughts on this.
@Zuzelo Жыл бұрын
Pfahahah they are and they definitely confused me :D
@dagreatleaf90034 ай бұрын
@@ZuzeloI think it’s an issue with converting units into zombies, as earlier in the video when you showed the conversion, converted units spun in circles while moving backwards. Also the fact that the humans didn’t attack them might be them still thinking the units are either allies or still dead and not being able to see them. Idk tho
@CoolDude2054iscool Жыл бұрын
Another addition to the pogo-verse
@Zuzelo Жыл бұрын
Marvel better watch out!
@Axis_._ Жыл бұрын
Loving this series, a couple of things which I think would massively help. For warriors: give them a positive reinforcement for moving towards an enemy. For musketeers, the punishment for Friendly fire needs to be harsher. I think it could be interesting also, if you made the musketeers get a reload bonus of they don't move after firing.
@Zuzelo Жыл бұрын
Glad you find the series enjoying, I have lots of fun working on it :) For warriors: gotta try, sounds good For musketeers: already did that! And some other improvements which I will show in next video
@Kjackhammer6 ай бұрын
A fast zombie battle would be cool, also what would happen if you put two teams of zombies against each other?🤔 that would be interesting to watch! Also maybe add even more zombie types like spitters or giants pls!
@Zuzelo6 ай бұрын
Hahah. that would be an endless battle :D
@Kjackhammer6 ай бұрын
Someone would win eventually lol!
@vladikkk1 Жыл бұрын
Damn, that’s so cool
@gunh4129 Жыл бұрын
I think there are several pointers that you have to put into the AI, so they can learn in correct direction. 1st, the objective of group survival. So basically, each AI (the human AI) need to have a value that they have to stick into. That is the survival of their group. 2nd. The value of team mate survival. So basically, you have to put a value for your soldier AI to ensure that their nearby group to survive. They can do whatever they want, like to sacrifice themselves, or to kill the enemy. These value is important, because with it, your AI soldiers won't kill their own team mate, if it is not really necessary (like to protect the group survival). For zombie AI, make them a carnivore AI, where they have to eat other team AI, in order to survive. If they don't eat, they die.
@Zuzelo Жыл бұрын
Have group communication would indeed be quite helpful, but I am yet to figure out a way of doing that for large scale battles (1000+ AIs)
@JinjaBen1 Жыл бұрын
I think i like the engineer it would be cool to see the strategies they would come up with
@Shaadferman Жыл бұрын
Omg I was the one who sed that there should be zombies👍👍👍🎉🎉
@hooling5284 Жыл бұрын
This just keeps getting better
@Zuzelo Жыл бұрын
oooh and it will keep getting even better >:D
@MZNLJ Жыл бұрын
Well since you talked about last video, why not add a necromancer unit in the future? Here's my idea on how it could work! The necromancer should have around the same stats as a musketeer, except much slower and frailer. It could have two abilities: (1) Bolt of Miasma fire a bolt of malevolent fog, which has low dmg but covers creates a cloud of miasma, halving the damage of foes & poisoning them. Foes who die from poisoning get resurrected back as zombie thralls of the necromancer (2) Animate Bones Sublimate the flesh of nearby corpses & animate their bones, raising theas skeletal thralls. Skeletons are a basically faster zombies, but a key difference is that their smarter. The sublimated flesh has been used to increase the intellect of this undead allowing it to pick up weapons of fallen foes (or allies!) & use them! It can also revive dead zombies as well, basically giving the unit 1 (or 2 if they were a foe) extra lives! This is just a rough idea (& is kinda broken) so feel free to guve feedback on hiw to make it more balanced!
@Zuzelo Жыл бұрын
I like you necro suggestion, however sounds a little op with both abilities. Necromancers (and other units) are not off the table, but other soldier types just got more requests/votes :D So in future we might just see Necromancers!
@Depth_. Жыл бұрын
I think leader is the best option out of the three, not to different but could change the course of a battle when it comes to close proximity formations
@Zuzelo Жыл бұрын
I agree!
@giuseppelucacorreale5843 Жыл бұрын
Ideas: GROUP BEHAVIOR I know it has been said many times, but you should focus on group behavior, the most important human trait 1. make so warriors get a reward if they stick up together 2. give a reward for medics if they stay with warriors and one for musketeers and every other soldier too, just smaller because melee soldiers are the one who need protection the most 3. punish musketeers for being close to other allies because it increases the chances of friendly kill LEADER SUGGESTIONS I hope that this is the troup that will be added to the game 1. give leader a very high reward for staying with a group of soldiers and make those soldiers follow him 2. change its name to General or any other military rank because it's way cooler 3. make it so when it dies the whole squad doesn't die, it looses half healt OTHER SUGGESTIONS 1. make so warriers get a reward the closer they are to the enemies This is it for now, I have a lot of ideas and I am excited to share them
@Zuzelo Жыл бұрын
I agree there should be more communication btw agents. However, I am hesitant of adding rewards/punishments that control the behavior too much (like staying away from target). I really like their randomness and "strategies" they come up with As for the leader, I will have to try various reward functions and see which is the best, but I will try your advice as well Thanks for sharing! If you have other ideas, feel free to join the discord server where it is easier for me not to miss them :)
@parkernelson3775 Жыл бұрын
Give one team a castle and see how they learn to defend it and see how the other team develops strategies to attack it
@ineffable0ne Жыл бұрын
It's kinda hard to imagine a trained fighter armed with both a sword and shield being unable to stop a slow/shambling-style zombie's teeth from touching him. There's ranged, then there's melee, and then there's... getting intimate.
@colegilbert673 Жыл бұрын
maybe add map variety and more in depth strategies for musketeers like actual 18-19th century line battles?
@DexyD20 Жыл бұрын
You should make it a possibility to save a brain you trained and be able to fight your friends with it and other brains people trained and against the ai and stuff or use multiple brains and stuff!!
@Zuzelo Жыл бұрын
I am considering turning this into a game :)
@Gremlin0 Жыл бұрын
RED I think a game would be really fun and if u could make it online where there are plenty of ppl fighting that would be awesome commander
@Zuzelo Жыл бұрын
hm, online would be quite tough. Especially for large scale battles
@tuandingkang3263 Жыл бұрын
You should incorporate six sense and hearing in the ais. Six sense casts rays in all direction but in a small range and detects anyone(red or blue) that's walking, giving it tertiary priority to turn around. First priority being seeing an enemy. Hearing casts rays in all direction in a big range and detects anyone(red or blue) dying, giving it secondary priority to turn around. Not sure if this is too complicated for the ai.
@ManimsohungryIcouldeata Жыл бұрын
Y'know the leader should get added next. It would definitely reinforce the AI's strategies to protect their leaders or rush the enemy's leader or such.
@Spaceplayzsfs Жыл бұрын
Sometimes,punishment isn't enough,you need to have a taste of Human flesh to get some motivation and start to think,or maybe the zombies were too hungry to think before their first win.
@Zuzelo Жыл бұрын
Yeah, I also can't think straight on an empty stomach.
@Spudnik_ii Жыл бұрын
This series is incredible. Never heard of you before this, but so glad it ended up in my recommended. Also, Calvary should deal knockback to help disrupt enemy formations
@ninjoypgd Жыл бұрын
I think it would be fun to play as a commander in first person and have some cool cooldown abilities used to command nearby "allies"
@Zuzelo Жыл бұрын
I agree. And it would be really dope if playing as different classes would result in different gameplay. Musketeer - FPS. Warriors - 3rd Person. Commander - RTS But that gotta be tough...
@ninjoypgd Жыл бұрын
@@Zuzelo For sure, but I think it's best to just focus on the most important features to make it really playable, but if you find a good solution to that, I'd be really interested in seeing it because I've tried the exact same thing multiple times but maybe I'm just stupid
@Depth_. Жыл бұрын
if you are going to do another video with zombies you could put in the medic and give them an ability to turn zombies human like the necromancer you were talking about
@Yareyare161 Жыл бұрын
I like the idea of having a leader and commander
@Nyxaniel Жыл бұрын
The Moshpit killed me xD Do you like Hardbass? A Ninja would be a cool type of new unit. Faster than the normal warrior, but without a shield and two swords. And he can also fire some ninja stars.
@happerry4651 Жыл бұрын
I still think a skirmisher should be a good idea, someone who has a weaker melee attack and limited ranged attack as a half way point between the two current units. Besides a Skirmisher, I vote for the Engineer. And I also vote that they can deploy land mines. There's some interesting ideas for commanders being thrown around though.
@Zuzelo Жыл бұрын
Oooooh I love it!! And if I the mines can deal friendly fire, just imagine the mayhem!
@tonyennis17878 ай бұрын
6:25 The French during the Napoleonic wars also advanced in columns. The poor saps in the front...
@godzilla3396 Жыл бұрын
Cavalry
@Duesikazergaming Жыл бұрын
Here’s some unit concepts I made! The berserker:the berserker is a fast strong melee unit that can leap (also their axes can go through blocks or shields) The shielder:the shielder can block attacks and can cast a force field that prevents enemies and enemy projectiles from entering The mage:the mage is a powerful magic unit that can shoot fireballs that tracks down the nearest enemy
@Duesikazergaming Жыл бұрын
@@olivertong1448”realistic” THEN WHY THERE ARE ZAMBIES
@evanguard Жыл бұрын
I think perhaps a good idea for this zombie vs human simulator could be a ranger wielding a blunderbuss/shotgun to be able to handle multiple zombies since you could see in the video that the zombies absolutely overwhelmed the humans
@MrPonchovie Жыл бұрын
Fantastic video, really great series you have going with the Pogo Wars. During the introduction, you say horizontal when you mean diagonal, minor thing but i thought id mention it
@misterhat123 Жыл бұрын
Add to the leader: 1.when a leader is nearby a melee troop it command them to charge but if a range troop is on range of the leader the leader will command them to go backward 👌 2.stats Hp: medium Stamina:normal Movement speed:low Attack speed:low And you do the rest👍 3.give him a flint lock for defense. the damage of the flint lock is 20 damage 💥 4.give him a flag attached on he's back and give him some badges for some respect 😎🏅 Comment if you want more info I will respond maybe because some times I have to do somethings 😎👍
@callumfinlayson-palmer8393 Жыл бұрын
Just found this series and was going to suggest something akin to the commanders haha. Perhaps they take control of the closest allay troops and give them all the same movement orders (and mabye when to attack too).
@cesaredimasi899 Жыл бұрын
you should simulate the fight not in flat zone but in map with some hill, river and so much more with structure
@Zuzelo Жыл бұрын
This is on my to do list, however some time in the future, since that would require remaking the entire simulation. Currently soldiers can only aim left and right (not up and down)
@definitlyEgirl-safetf2 Жыл бұрын
Love your content. I know you looked into communications, but did you try ppo critic stuff. i no programer but i believe in you
@Zuzelo Жыл бұрын
i am not sure what PPO Critic is, but I will check. I am using PPO to train the AI tho
@charlysbonsaii9358 Жыл бұрын
commanders or leaders both sound cool
@goodboi3319 Жыл бұрын
Engineer sounds like a pretty cool concept
@gaobillson3333 Жыл бұрын
You should make a game out of it. Setting up battles and playing as a pogo would be so much fun 👍👍👍
@lifefindsaway7875 Жыл бұрын
Leaders are a neat idea, but I think ‘followers’ could be effective too. Imagine a unit that would look at the K/D of the units nearby. If their K/D is higher, then they follow and do precisely the same thing. Maybe this would be a trait that all units have, so medics follow medics and musketeers follow musketeers, idk
@eggnoob1036 Жыл бұрын
I loke this content and the evolution of the A.I strategy's.
@Zuzelo Жыл бұрын
Thanks, more stuff on the way :)
@scoccerball4170 Жыл бұрын
Could have the commander be a banner bearer, a leader guy holding a big flag that can use large amounts of stamina to buff nearby allies, cause them to charge, give shield hp, etc. Give them 200ish hp, no attack or 25-50 dmg attacks and possibly make them slower
It would be cool if Leaders (if added) could choose the "class" for their allies, so they could decide how many warrior, ranger or medics they have in their army. With their other mechanics this could make the Leaders core aspects of the armies.
@negativeiqpoints396 Жыл бұрын
One unit that would be cool is a catapult, or some type of artillery. It doesnt move but has a lot of range, and potentially splash damage
@Zuzelo Жыл бұрын
100% Trebuchet was actually one of first suggestions, but medics won at that time!
@Hahatomato Жыл бұрын
I think you should combine the commander and the leader. It would have a big radius of troop control, and a smaller radius where it buffs troops. When it dies, it should confuse all the soldiers it controls. It would debuff them, and make them loose several generations of progress if easily implementable
@mason-ry5ci Жыл бұрын
Great video!
@Zuzelo Жыл бұрын
Great comment!
@Herpestesichneumon Жыл бұрын
Add a tank unit wich has a armor value wich decreases damage taken so medics heal others instead of themselves and make it so musketeers can't pierce armor well and make it so warriors can and are faster so that warriors have a purpose
@TristanPosadas-yf5of Жыл бұрын
I think if you were to add an engineer, make it able to build fortifications and such for the musketeers to position at. While stationed at said fortification, maybe the musketeer could be more accurate/shoot further. Also, for the medics, you could probably make its bubble collide with other medic bubbles to make sure they don’t become immortal when next to each other. You could also make it so that only one agent is allowed in a medic bubble.
@Zuzelo Жыл бұрын
I was thinking of having dodge chance against enemy attacks if you are nearby a barricade. As for medics, I will try to make them heal only other soldiers
@JustHere4TheFunOfIt Жыл бұрын
The videos on this channel are amazing. Keep up the good work and have a blessed life.
@NamsaRay Жыл бұрын
I think about adding into this game some sort of a commander. But obviously global commander will just force your computer to do sudoku. So i think of some sort of officer which will give some sort of buff in his bubble of influence or just multiply score they get. Officer may "tell" units under the bubble where he's going to move and if units under the bubble will succesfully get to the area of officer's next bubble then they get more score. Officer will get 1/4 of scores units under the bubble get and loose score for death of units under the bubble.
@Zuzelo Жыл бұрын
That is kinda the idea I have for a leader, except the bubble part, I guess :D I will try different rewards to motivate agents hang out around it and will see which works the best, but then we should end up with quite a similar behaviour to what you've described
@JinjaBen1 Жыл бұрын
This is awesome 😎
@Zuzelo Жыл бұрын
You are awesome 😎
@suspanda221 Жыл бұрын
Engineer should at least have an inefficient melee attack and also construct and plant mines or bombs
@jacobrutzke691 Жыл бұрын
My recommendation is to give them ears and let them hear where the most commotion is that way they could actually know which direction the front line is because with their eye sight they cant see where the front line is from the middle or back of there army. It would mostly be useless in the moshpit but being able to know where people are fighting is a useful sense of direction.
@Zuzelo Жыл бұрын
I agree, its just that I havent thought (yet) of an efficient way of implementing such a system with so many AI
@smiggle5187 Жыл бұрын
@@Zuzelo Maybe giving the units more hp could help, and then when a unit is hit it'll create a "noise" that can be heard in a certain radius. The reason for increasing the hp would be that, if a unit was drawn to where the most sound was coming from, then that place would most likely not even be the frontline by the time they arrive since the noise would just be everyone already dying - more hp might make them learn better self-preservation as well so they actually learn to fight cohesively and not as a jumbled mess
@catkook543 Жыл бұрын
I would love to see this project made into a game, maybe enable the player to run their own simulations and train their own AI populations with perpetrators of their choice As for new unit types, I would like to propose another idea - a spartan, they're like the warrior but +Their block power is always active and consumes no stamina ~They are equppied with a spear which attacks further, but in a more narrow area -They have a slower rotation -They have a slower attack speed but if your not taking proposals, then i like the engineer
@Zuzelo Жыл бұрын
Unfortunately Unity does not allow for training once the game is built :( I am always open for new suggestions, so feel free to share more ideas if you have
@catkook543 Жыл бұрын
@@Zuzelo alright engine limitations, that's understandable then i mostly think the sparten idea could add a lot to potental stratagys, with them acting as a solid but slow front line Tanking on head on attacks, but arnt very flexable so very easily flanked if not supported properly
@CaptainShake_NA Жыл бұрын
I think you need a radio/scout unit. All units near thia unit share what they're seeing, and the radio units can share this with other radio units so they can organise front lines and reinforce weaker fronts.
@rexrules8895 Жыл бұрын
would love to see this as a battle sim
@Lord-521 Жыл бұрын
I personally think you should add the Leader and greet video
@Zuzelo Жыл бұрын
I personally agree and thank you :)
@christophergrove8636 Жыл бұрын
How about a Sargent unit. A Sargent unit reduces or eliminates the living penalty for those near it, and it has a extra long visible range. It can fight alright, but not as good a a warrior. But it also gets rewarded for getting near enemy models.
@Zuzelo Жыл бұрын
So basically a weaker warrior that will motivate others hang around him? It sounds like a mix of a warrior and Leader (except of the loss on death part)
@ishnenigans11 ай бұрын
YES PLEASE MAKE IT A GAME
@HaunterV6 ай бұрын
cover. let musketeers hold the line behind barriers that need to be destroyed first to get thru, like a siege
@JustStart562 Жыл бұрын
Im not sure if you did this already but what if when a side wins all surviving members are heavily rewarded as to in force more combat
@Zuzelo Жыл бұрын
Yup, this is the way it currently works :) I used to punish the entire looser team, but removed that and now only the winners get rewarded
@CaptainShake_NA Жыл бұрын
Adding hills, water, etc. to change movement and range increase, i.e. on a hill range, units can shoot further, and defence is increased if higher ground for melee units In water movement is reduced etc.
@Zuzelo Жыл бұрын
I am planning on adding terrain variation, but this will be a little further along the series
@ZachTheHuman Жыл бұрын
Idea: have the teams be able to pick how many of each soldier type they want, allowing for bigger strategies.
@Zuzelo Жыл бұрын
Hm, then I would need some team AI that would make this decisions. Perhaps the commander, will have to think some more about this
@LegendGaming-il4iw Жыл бұрын
Be motivated, we are with you , you are making best content by machine learning
@Zuzelo Жыл бұрын
Thank you
@_TheCollective2 ай бұрын
bro is speedrunning getting executed by our ai overlords
@skyacaniadev2229 Жыл бұрын
I was expecting the musketeer to learn run-hit-run tactics and the zombies to learn how to surround the musketeer so they have nowhere to run.
@mvbak5160 Жыл бұрын
I am all for engineer, btw another great video
@smiggle5187 Жыл бұрын
This is cool asf
@Zuzelo Жыл бұрын
You are cool asf
@quailron1581 Жыл бұрын
Ooh, you could use these zombie units if you wind up making that Necromancer unit.
@Zuzelo Жыл бұрын
Oooh I like that. Necromancer that spawns Zombies!
@quailron1581 Жыл бұрын
@@Zuzelo It’d be fun! The only question is whether Necromancer-made zombies can turn other units to its team.
@Vito_a. Жыл бұрын
Please add the cavalry !
@alexandrubusuioc6800 Жыл бұрын
I think you should add a punishment for friendly-fire, maybe the musketeers don't know that shooting there allies is a bad idea and that's why it's so common, they don't know it's bad.
@Zuzelo Жыл бұрын
I have, but it was waaay to small. Already fixed it for the next video :)
@alexandrubusuioc6800 Жыл бұрын
@@Zuzelo Good to know :)
@KingKhiGaming Жыл бұрын
Just watched a bunch of ur vid so let pretend that i was here the whole time
@Zuzelo Жыл бұрын
Pff ez, long time no see king!
@KingKhiGaming Жыл бұрын
@@Zuzelo long time no see indeed
@user-gamer69420 Жыл бұрын
Add someone who can duel weild a weapon of our choice like a duel wielding flintnocker
@chilldogs1881 Жыл бұрын
Awesome video bro Also please turn this into a game
@YourLightning2811 ай бұрын
I think you should make it so that there is something around a 15-25% chance that the musket shots over pierce and can hit multiple enemies but deal less damage.
@de_bestburger Жыл бұрын
Is there a way to make ai to choose there own role?
@ksheerajvootori11223 ай бұрын
you are training zombies!!!
@lacteye230 Жыл бұрын
How do you learn to do this?
@prepriegrane_66 Жыл бұрын
I think a small wall somewhere would be cool just as a cover. Or a class wall that you can see through but can't attack
@yyhewzies1415 Жыл бұрын
You should implement a system where are units that are close to each other get a small boost so it encourages musket lines, sheild walls protecting the leader.
@AmaroqStarwind Жыл бұрын
Blue vs Red vs Zombies vs Obstacles... With every class.
@angelescobar5326 Жыл бұрын
Everytime when you describe how a new unit moves i die inside everytime you say horizantolly instead of diagonally
@Zuzelo Жыл бұрын
xD oops
@chetar5075 Жыл бұрын
You should make the training arena smaller so the ai will be forced to try and kill each other, I think that will bring better results than a wide arena where the walls kill them giving them no combat experience but idk
@Zuzelo Жыл бұрын
That is basically the reason they are trained in the moshpit first. This way the understand that running into wall - bad, while fighting - good Might still be interesting to try different maps
@villev624 Жыл бұрын
I Love you videos keep up the amazing
@Zuzelo Жыл бұрын
Thanks my dude! I will!
@stormtroopercaptain1405 Жыл бұрын
Neat :)
@Zuzelo Жыл бұрын
No u!
@Wolf-oc6tx Жыл бұрын
I think zombies will win because they have the advantage in close up fights.
@NextLevelDev Жыл бұрын
engineer team
@huonggiangnguyen4255Ай бұрын
Do all humanity vs 5000 zombies (I’m subscribed)
@Levi-g7v5l Жыл бұрын
It would be so cool.
@JNJNRobin1337 Жыл бұрын
what about the trebuchet as mentioned in an earlier video as an idea? (the one before the medic]
@MunkhbaganaErdenee9 ай бұрын
Cavalry please ?
@Zuzelo9 ай бұрын
already been added! you gotta check out some later episodes :)
@brody-g2 Жыл бұрын
Punish the Ai when they kill someone on their team
@Zuzelo Жыл бұрын
I do, but the punishment was too low. I increased it and seems to have solve the issue (for the next video)
@PimpPlazaProductions Жыл бұрын
I think instead of making it a full game, you should release a marketplace kit or video tutorial course.
@tsaraki38 Жыл бұрын
Also, it will be very nice to give the ai win points by holding an area. Or give this points to grneral, because that is theirs main purpose - to rule soljeirs
@Zuzelo Жыл бұрын
Or even have different game modes like capture the zone! I like that!
@tsaraki38 Жыл бұрын
@@Zuzelo Why does the AI model train from the very beginning every time, how about learning basic behavior and only then adding individual neural networks? Then training only them. As in the human brain, where we have many neural sites responsible for various feelings, actions, etc.: mathematical, logical, muscular, and so on