Probably need the source code.
coughofftopiccough
It's an honest question though. Most of us miss Enigma.
Oh I'll be doing some banging.......
Yeah, you just name a txt ShiftTeams.bat.
ren Team0 tempren Team15 Team0ren temp Team15
The Events.txt is responsible for specifying the number of rounds per event, the number of bots per round, the game type, etc. The problem is that RA2 crashes if the data doesn't match up with what it expects. As such, you can either have a 2-round event with 4 bots each round or a 4-round event with 2 bots each round. RA2 just doesn't know what to do when you try to make a bigger any bigger (or smaller). The code is hard-coded to behave in one of these two ways. I doubt that we could hack the EXE into supporting it without the source code.While we are on the subject, the league events that RA2 provides are not very good. It may build and manage a bracket but there isn't much else. It is a coin flip when it comes to which bot wins in the AI vs AI fights. RA2 doesn't perform any special calculations to determine a winner. The opponents are based on your weight class but not in the way many of you think. If you are using a LW than the EXE will grab the bots in slot 1 (Bot0.bot); if you are using a MW than the EXE will grab the bots in slot 2 (Bot1.bot); if you are using a HW than the EXE will grab the bots in slot 3 (Bot2.bot). After reading #2, some of you may be thinking about using a bot from the none class because the # in Bot#.bot is the same as the weight class identifiers in the BOT files. Unfortunately, RA2 has code to handle when people try to do this and as a result the game interprets the them as LWs. The league points that RA2 keeps track of are based purely on the points scored during battles. Because RA2 is doing #1, a majority of these points are being randomly generated and fall between a min and max value. This also means that someone could purposely score more points than the max value to always be in the lead. This also means that even if you won all of the tournaments with every battle lasting less than 10 seconds, you could still lose by points.The skull count is easily hack-able so it doesn't mean much. As far as rotators go, Phil and Mad both made some and I'm pretty sure that I could find at least one of them.... I'll upload them if I find them. IIRC, Mad made a team rotator like Phil but also a bot rotator (the first three slots swap with last three slots). I made a batch file for myself a few years ago that would rotated the AI bots with the Teams (makes tweaking AI bots much easier). I also have a few python files that perform similar tasks. Rotators are actually very simple to make in almost any language. This is the basic idea behind them:1. Rename file A to a temporary name2. Rename file B to file A's original name3. Rename file A to file B's original nameAn untested and over-simplified version of the above when rotating teams folders in DOS batch is:Code: (MS-DOS Batch) [Select]ren Team0 tempren Team15 Team0ren temp Team15
IIRC Phil made a batch file or something that would rotate the teams or robots between events, I'll see if I can find it.Edit: Damn, all the files where uploaded to megaupload and that is dead.
@#4 I find Team HQ too easy. Is there a way to increase the max value?
How do the teams "rotate"? Season-after-season or something else? I put 4 more teams in the AI folder, a total of 19 teams. (ending with "team18") Would I have to modify the "Team15" to "Team 18" in the batch file?
@echo offren Team0 tempren Team16 Team0ren temp Team16ren Team1 tempren Team17 Team1ren temp Team17ren Team2 tempren Team18 Team2ren temp Team18