Manuever helper AI - Page 2

Manuever helper AI

Requests for features in the spring code.

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Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Post by Strategia »

No, but if modders could activate it for the cannonfodder, at least they'd run around while you're microing the Monkeylords, instead of just standing there while getting blown to pieces.....
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

no self respecting player would make their cannon fodder stand still on the battle field, nor would they bother making them dance, nor would they put up with the huge steering costs of implementing such maneuvers.

The very notion of makign cannon fodder dance around in itself is questionable. I prefer to march my cannon fodder at the enemy, and walk past so that they're firing into their own base, possibly into the defensive line, or even failing to because they're up close(try a peewee and a hlt with the peewe right up against the HLT, it cant fire).

That, is imo a far better use of cannon fodder than making them run around in circles and complicated movements. Afterall my big units are goign to be autotargetted first due to their cost, and the player will agree, the player will ignore the dancing cannon fodder and go after the great hulk upfront, maybe complain your cpu is lagging. Maybe with a proper pathfinder and steering this would 'dancing' be possible but I still think that its in itself questionable.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

Manuver AI plus economy AI plus Factory AI equals nothing left to do; you just watch, cheer along and commentate as the computers fight it out! wooh, yeah!
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

1v0ry_k1ng wrote:Manuver AI plus economy AI plus Factory AI equals nothing left to do; you just watch, cheer along and commentate as the computers fight it out! wooh, yeah!
But everone knows that hi (human intelligence) beats ai... :-)
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Comp1337
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Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

manored wrote:
1v0ry_k1ng wrote:Manuver AI plus economy AI plus Factory AI equals nothing left to do; you just watch, cheer along and commentate as the computers fight it out! wooh, yeah!
But everone knows that hi (human intelligence) beats ai... :-)
In soviet russia, ai beats YOU
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

But ai is made by hi so we beat it again... :-)
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Yes pathfinding could be a possible bottleneck indeed. So mods which depend on little amounts of units could gain from it while spam mods won't. Anyway I thought it should affect only units participating in a combat so it doesn't cause major CPU lag.
manored wrote:With "It was to give mod makers the opportunity to make their mods feel more alive" you mean that you wanted units that actual look to think by thenselfes instead of just being zumbis that walk just the enough to shot their targets and then stop here doing it until dead?

I think its a good idea :-)... But each unit should have its own ai (if it haves one) so there would be one more atribute to consider before making a unit: intelligence... :-)
That's why I mentioned to implement it into the BOS compiler so the mod makers can influence it heavily by script without much effort.
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