1944 AI
Moderators: hoijui, Moderators
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
1944 AI
I think 1944 is at the stage where a dedicated AI can be made for it. There are enough units, and the balancing is far enough along, that I think it should be done... now, the only question is, WHO WILL PLZ PLZ PLZ DO IT?!
:D
:D
The last dedicated AI was NTai for XTA back before the data it used was moved out into textfiles years ago.
A dedicated AI is unfeasable these days as modders are generally ignoring the AI aspect of their mod.
The only mod related people who've ever actually bothered to even look at toolkit properly are:
argh, ivoryking, and foreboding.
Everyone else in AI development has had little or no modding experience of any kind and have never been on a mod team. This includes AAI support and any other AI related.
I might have left out NOTA people as Idont remember who exactly did th them.
Aside from the above 3, people, modder AI support has been limited to writting adding a tag in modinfo.tdf
A dedicated AI is unfeasable these days as modders are generally ignoring the AI aspect of their mod.
The only mod related people who've ever actually bothered to even look at toolkit properly are:
argh, ivoryking, and foreboding.
Everyone else in AI development has had little or no modding experience of any kind and have never been on a mod team. This includes AAI support and any other AI related.
I might have left out NOTA people as Idont remember who exactly did th them.
Aside from the above 3, people, modder AI support has been limited to writting adding a tag in modinfo.tdf
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Yes, S44 infantry is causing all sorts of troubles for AIs. First thing, only the infantry can attack and destroy flags, and they need to get close to do this (flag-killing weapon is short ranged, and infantry's primary weapon has much more range). Second thing, those same infantry can also build flags and so they are seen as builders and not attackers by some AIs (at least AAI and RAI suffer from this). This leads to AI players being unable to take out enemy flags, which in S'44 means being unable to win (flags are the mexes there).
Infact, if AAI could be told the infantry are NOT builders, it would play S'44 quite well, as it gets close to enemy flags with its other troops (it won't ever attack with builders).
Infact, if AAI could be told the infantry are NOT builders, it would play S'44 quite well, as it gets close to enemy flags with its other troops (it won't ever attack with builders).
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
I wasn't aware of this and I've played s44 a couple of times.yuritch wrote:Yes, S44 infantry is causing all sorts of troubles for AIs. First thing, only the infantry can attack and destroy flags, and they need to get close to do this (flag-killing weapon is short ranged, and infantry's primary weapon has much more range). Second thing, those same infantry can also build flags and so they are seen as builders and not attackers by some AIs (at least AAI and RAI suffer from this). This leads to AI players being unable to take out enemy flags, which in S'44 means being unable to win (flags are the mexes there).
Infact, if AAI could be told the infantry are NOT builders, it would play S'44 quite well, as it gets close to enemy flags with its other troops (it won't ever attack with builders).
This is a big user design mistake. I should not have to be told this havign not realized a few games after I start.
As for builders, I need a copy of S44 I can actually test with NTai, otherwise what you say is far too ambiguous for me to make anything useful out of it. But one has yet to be provided.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
just imagine that every rifleman/submachinegunner is a *A commander (ie can build and shoot)AF wrote:As for builders, I need a copy of S44 I can actually test with NTai, otherwise what you say is far too ambiguous for me to make anything useful out of it. But one has yet to be provided.
failing that there is the old version of S44 which has exactly the same issues with riflemen/smg as the current test version.
If you have any suggestions as to how to make this more intuitive, I'm open to ideas. However, I would imagine the fact that nothing shoots at them would be a hint that you can't destroy them conventionally. That said, it is still unclear exactly how to remove them, so like I said - any sugggestions would be appreciated.AF wrote: I wasn't aware of this and I've played s44 a couple of times.
This is a big user design mistake. I should not have to be told this havign not realized a few games after I start.
maybe take a page from red alert, where buildings can only be captured or blown up by a special class of troop, the engineer. maybe you could have a class of troop that is an engineer and only the engineer can destroy/build a flag?
Personally I think anyone should be able to destroy a flag, however having only the engineer (which cannot shoot anyone) be the only type of troop that can build a flag may make the game play more obvious... you could also have the engineer build sandbags, dugouts/trenches and if we could have troops inside a bunker, then the engineer could build bunkers...
Just a thought... :)
Personally I think anyone should be able to destroy a flag, however having only the engineer (which cannot shoot anyone) be the only type of troop that can build a flag may make the game play more obvious... you could also have the engineer build sandbags, dugouts/trenches and if we could have troops inside a bunker, then the engineer could build bunkers...
Just a thought... :)
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25