Group AI For Combat Builders/Medics/FARKS

Group AI For Combat Builders/Medics/FARKS

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

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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Group AI For Combat Builders/Medics/FARKS

Post by SinbadEV »

I was just thinking a really useful AI would be a battle builder AI, basically it would prioritize, 1)Fixing Nearby Units,2)Reclaiming Enemies, 3)Resurecting Nearby Corpses, , 4)Reclaiming Nearby Corpses... and switch to a new target if a higher priority moves into LOS instead of finishing a job... if that's not the priority order you would choose then maybe it could be customizable...
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Yup, that'd be useful.
Kelson
Posts: 76
Joined: 29 Oct 2005, 08:32

Re: Group AI For Combat Builders/Medics/FARKS

Post by Kelson »

SinbadEV wrote:I was just thinking a really useful AI would be a battle builder AI, basically it would prioritize, 1)Fixing Nearby Units,2)Reclaiming Enemies, 3)Resurecting Nearby Corpses, , 4)Reclaiming Nearby Corpses... and switch to a new target if a higher priority moves into LOS instead of finishing a job... if that's not the priority order you would choose then maybe it could be customizable...
I suppose it could load a config file to allow customizability, but that isn't really a big issue. LOS is a bit inaccurate for the above, but we could utilize the buildrange of each unit and figure out what we want to do from there. Shouldn't be too hard, but I'm afraid the AI wouldn't be half as useful you'd think it is.

Personally, when my con units are up front, I want to know exactly what they're doing. I'll assign them to patrol to fix up my units or reclaim an area for the same reason, but I wouldn't be too happy assigning a groupai for it - though opinions may differ here. The above shouldn't be too challenging, once I get UpgradeAI posted on the wiki, I'll look into setting something up for you.
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Veylon
AI Developer
Posts: 174
Joined: 21 Sep 2005, 19:45

Post by Veylon »

Wouldn't the builders be better off trying to run away when attacked, rather than trying to reclaim their enemies?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

You have a team fo farks and they get attacked by a group of 4 cans.

I believe it would be better for your many farks to reclaim the cans than run away if in greater nubmers than the cans.

4 farks vs a krogothe however I think I'd make them run away, and granted onyl a fark could run away, and an aircraft if its lucky, all else would be too slow...
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