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AI mod priorities

Posted: 04 Feb 2006, 17:30
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?

Posted: 04 Feb 2006, 21:39
by Imperator
aa spring should get most attention with AI programmers as this mod features the most epic and massive battles.

Posted: 05 Feb 2006, 00:13
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?

Posted: 05 Feb 2006, 00:45
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 =)

Posted: 05 Feb 2006, 13:56
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.

Posted: 05 Feb 2006, 14:49
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.

Posted: 05 Feb 2006, 15:33
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.

Posted: 05 Feb 2006, 15:45
by Tim Blokdijk
Xect vs. Mynn

It's the only GPL mod that can be distributed without the need to own a TA copy.

Posted: 05 Feb 2006, 17:32
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.

Posted: 05 Feb 2006, 19:45
by Triaxx2
I say make it statistically dependent, and then it will be mod independant.

Posted: 06 Feb 2006, 00:16
by Argh
Take out all hard-coded controls, so that it doesn't crash when presented with new mod builds ;)

Posted: 06 Feb 2006, 01:11
by smoth
:cry:, gundam annihilation wasn't included :(

Posted: 06 Feb 2006, 20:24
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.