AI mod priorities

AI mod priorities

Here is where ideas can be collected for the skirmish AI in development

Moderators: hoijui, Moderators

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Which mod should be higher priority for NTAI's buildtree support

XTA
17
47%
AA 1.42-s
12
33%
AA 1.42-f
0
No votes
FF
3
8%
TLL
0
No votes
Generic non stalling for OTA based mods
4
11%
 
Total votes: 36

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

AI mod priorities

Post by AF »

Which mod do you think NTAI should focus on, or should the buildtree remain XTA specific, being balanced specifically for XTA, or should I prioritize another mod such as AA or FF?
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Imperator
Posts: 85
Joined: 13 Oct 2005, 00:04

Post by Imperator »

aa spring should get most attention with AI programmers as this mod features the most epic and massive battles.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

aa spring should get most attention with AI programmers as this mod features the most epic and massive battles.
You realise how subjective such a statement is?
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Well, I won't argue one side or the other, but judging from the "games played today" pie chart, AA seems to be the most popular mod currently.

A balance between AA and XTA would be great, as those are the most played mods.

Then again, I wouldn't complain if there was a strong SWTA or AATA ai =)
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Imperator
Posts: 85
Joined: 13 Oct 2005, 00:04

Post by Imperator »

yes its a subjective statement but what esle would you base your opinion on in this matter? and i found the largest battles in AA Spring. Large Battles are fun. So i vote AA Spring.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

I voted XTA. As AI's are/should be mainly used by new people trying to learn how to play the game, XTA would be the best option, as everyone has XTA, but not everyone has AA.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Maelstrom made a good point.

Anyway, i came to say that the poll shows much of what i think of the answer, options:
- ...
- AA 1.42-s
- AA 1.42-f
- ...

Not only do you have several diferent sets of AA within each version, but it also changes very frequent. Apart from my preferences for one or another.
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Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

Xect vs. Mynn

It's the only GPL mod that can be distributed without the need to own a TA copy.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmm, I have very basic support for Xect v Mynn since 0.28.4, along with basic TLL support and a buildtree for the rhyoss commander (only the commander though). The only AA support so far that I have is building adv solars.
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Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

I say make it statistically dependent, and then it will be mod independant.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Take out all hard-coded controls, so that it doesn't crash when presented with new mod builds ;)
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

:cry:, gundam annihilation wasn't included :(
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

see the thread on darkstars i posted at lunch that rambles on about what the hardcoded system is going to become, I'm sure you'll find ti delightfully different to the fully hardcodd system present currently, considering I'll be able to move it all out into files which the AI can override, and the modder can edit.
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