[ian-reeds-games] Re: Question about the AI

  • From: "Craig Brett" <dmarc-noreply@xxxxxxxxxxxxx> (Redacted sender "craigbrett17@xxxxxxx" for DMARC)
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Fri, 27 Mar 2015 19:24:51 +0000

How can I cause this to happen? I can look into it, perhaps.

Craig

On 27/03/2015 19:17, Allan Thompson wrote:

Sometimes the structures cannot summon units because the are surrounded by its own troops.

It seems to happen due to the units team in its file being different from its in game team. Thus the computer team ends up getting the shaft. I am pretty sure this a bug.

al **

*alf Of *Sharni-Lee Ward
*Sent:* Thursday, March 26, 2015 5:02 AM
*To:* ian-reeds-games@xxxxxxxxxxxxx
*Subject:* [ian-reeds-games] Re: Question about the AI

I agree. There needs to be more variation in the AI's attacks/skill use. I remember bringing this up before, but when I played through the "Tale of Two Cities, Tall Mountains" map in the Age of Warlords pack, the Terran Arcane tower didn't summon dragons at all, and when I got in close to the citadel, it didn't summon any tyrants, which were under all the other things in the list, and I think I didn't see any units below Light Cavalry near the end.

> Date: Thu, 26 Mar 2015 06:55:26 +0000
> From: dmarc-noreply@xxxxxxxxxxxxx <mailto:dmarc-noreply@xxxxxxxxxxxxx>
> To: ian-reeds-games@xxxxxxxxxxxxx <mailto:ian-reeds-games@xxxxxxxxxxxxx>
> Subject: [ian-reeds-games] Re: Question about the AI
>
> I've been thinking about this as well, though more from a perspective of
> fixing the problem that the AI seems to pick the first skill that does
> damage when looking for an attack. I want to give it an order of
> preference list as a script flag. And then maybe another one that lets
> it pick randomly. And then maybe one that goes by the one that does the
> most infliction of a given point. Ah, if only.
>
> You seem to have done more thought into this than I have, Victorious.
> What do you mean about having percentage based damage and protection
> though? I'm just wondering what else could help.
>
> On 26/03/2015 06:30, Victorious wrote:
> > I was actually thinking of scripting not an entire AI, but enhancements to
> > the existing one. I don't think its possible though. For example, when
> > thinking about implementing percentage-based protection and damage as
> > scripts, information about the damage that the skill does to each unit will > > be different and you can't communicate that properly back to the AI. There
> > needs to be more functions exposed. Maybe something to think about
> > long-term.
> >
> > -----Original Message-----
> > From: ian-reeds-games-bounce@xxxxxxxxxxxxx <mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx>
> > [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett
> > (Redacted sender "craigbrett17@xxxxxxx <mailto:craigbrett17@xxxxxxx>" for DMARC)
> > Sent: Thursday, March 26, 2015 7:01 AM
> > To: ian-reeds-games@xxxxxxxxxxxxx <mailto:ian-reeds-games@xxxxxxxxxxxxx>
> > Subject: [ian-reeds-games] Re: Question about the AI
> >
> > Not currently, and I don't personally have any plans to hard code that into > > the engine unless I could guarantee it wouldn't mess with scripted AIs too
> > much.
> >
> > If someone can come up with a good implementation of it, I'll give it a shot > > someday. Maybe I'll wait and see what comes out of scripters trying to use
> > the AI. I plan to play with that myself sometime.
> >
> > Right now, you could adopt Allan's strategy of having easy and harder maps.
> > Or have entirely new map packs with all the maps set at a certain
> > difficulty.
> >
> > On 25/03/2015 20:08, Monkey wrote:
> >> Hello,
> >> Is it possible to have a difficulty setting for the AI? So if we want
> >> more of a challenge we can get one?
> >>
>
>


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