But seriously folks, where the hell is a frickin AI? Just one that builds random units and buildings, saves up 20 units with weapons and shlops them at any player units it can see on radar, sonar, or sight.
Honestly, with all these new features coming out, can't you guys just take some time and make a friggin offline game? (Besides the non-random-random-enemies)
Where has all the AI gone... Long time paaaasing....
Moderator: Moderators
If you need the code, check the CVS. I think they have the barebones there.Slamoid wrote:I've had C++ experiance, and working with ext. libs. Show me what to download and I'll do it happily.Kuroneko wrote:Why don't you make one?
Not enough money for what Microsoft says shouldn't be free.
If you need a compilier, go find an open source one...or get Microsoft's free one.
AIs coming chaps, with freckin AWESOME features! two in development as mentioned.AF and zaphod can always use a helping hand! volunteer!
AF's current request is that he wants a timeline for the first 30mins or so of games (good games obviously, using a variety of BOs and strategies) however i'm not sure what TAI is for, originally it was going to work for both (in different ways of course!) xta and ota however now i'm really not sure! so post some timelines or mail them to him!
AF's current request is that he wants a timeline for the first 30mins or so of games (good games obviously, using a variety of BOs and strategies) however i'm not sure what TAI is for, originally it was going to work for both (in different ways of course!) xta and ota however now i'm really not sure! so post some timelines or mail them to him!
My Timeline:
etc. But then I usually die. Cause I suck. So if you AI does NOT behave like me then it will probably be a good one. Hope the AI's work well, I need something to train against.
Code: Select all
Commander
factory, mex, wind's, solars,
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Scount Unit, Conts. More scout, Larger attack's
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mex's, defenses
I asked for that information for TAI because I wanted to know when people attack, what with and how often, and how efefctive, so I could determine patterns, such as the most likely time to expect an attack, or the best time to launch unexpected attacks, and what unit mixes worked and why they worked and how to copy it dynamically.
JCAI works, TAI is behind it. TAI is more stable than JCAI but TAI is incomplete and lags behind JCAI greatly in progres as a result. JCAI is being rewritten, so that statement may be completely untrue soon enough. The only remarkable thing over JCAI I can say at the moment is no need for config and completely dynamic building, aside from that TAI has started building metal extractors so the construction code is 99% done.
Suffice to say such tactical data colected and plotted in excel could be useful to JCAI too and others who wish to use it for there own games, though not as good as experience.
JCAI works, TAI is behind it. TAI is more stable than JCAI but TAI is incomplete and lags behind JCAI greatly in progres as a result. JCAI is being rewritten, so that statement may be completely untrue soon enough. The only remarkable thing over JCAI I can say at the moment is no need for config and completely dynamic building, aside from that TAI has started building metal extractors so the construction code is 99% done.
Suffice to say such tactical data colected and plotted in excel could be useful to JCAI too and others who wish to use it for there own games, though not as good as experience.