AI features, where should this go?

AI features, where should this go?

Requests for features in the spring code.

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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

AI features, where should this go?

Post by Noruas »

I guess these are feature requests, but involve the ai, so ill put it here.
Flee AI - If enemy unit is within line of sight of the builder, it flees a general direction from the enemy automatically if its set by player.
Explore AI - Unit randomly selects an area in the map, and goes to it if accesable, so its easier to send 50 zippers or finks out to scout to see how it dies and look at enemy expansion.
Maybe a few others, just some good ideas like usual
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

for the Explore AI, there should then be a "scout" hotkey, like L in Empire Earth.
If you have to assign the AI to each scout unit first, its not really a big help.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Ahhh, kinda like, (shit forgot the name of it) settlers, I think, just click explore and your scout guy goes randomly off to find junk...
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Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

both good ideas, so yes please :-)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Ideas of grouPAI's are best told to a copy of Visual Studio or any other c/c++ IDE.

You'll need to speak in the language c/c++ though, and when you're finished press compile making sure its in release mod and it'll get to work making a groupAI for you, then out ti pops in a nearby fodler.
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