Modification for War Evolution. Mapper and AIdesigner needed

Modification for War Evolution. Mapper and AIdesigner needed

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Modification for War Evolution. Mapper and AIdesigner needed

Post by Optimus Prime »

I know that War Evolution is still in Alpha phase and i want to have at least one, better 2 more robots for a real release, but Kovin told me something that has to be planned before people can work on it. He just throw the idea of some Mech vs AI units into the room and i mixed it with my ideas for a real great "super mega fun mod" :-D

Idea: Humans controle the mechs as a team and fight against the AI which plays a complete race and can build tanks, helicopters and so on. Players can get stronger by leveling and getting extra weaons. The AI gets stronger by time and produces more and better units. So the players have to survive as long as they can.

Why i need a mapper: the problem with the idea is, that the AI is at the start very weak and has only one builder, so i thought that i need a map where it is unpossible for the mechs to reach the startposition of the AI. I know that you can define some areas where different unit classes can move faster or slower so i need a map with an area for the AI to build production facilities without beeing reached by the human played mechs. Also the ground must be very strong (some weapons have a very high impulse factor). Perhaps some streets for where the vehicles drive faster?
Extras like ruined houses and so on would be awesome. Optimal mapsize: 12x16 (at least 4 sizes for the AI to build, there must only be a flat ground, the rest 12x12 are the battlefield)

Why i need an AI designer: i just cant do it and have no time to learn it. This AI doesnt have to be very clever. The only thing it must do is producing units and send them into the combat area and spread out (so no LOS cheat). It also should tech very slowly so the players can say after 10 minutes "OOOWWW a MegabattletankMK10" or so ;). Also important that the the designer can tell the AI when to build what and how many of them.

I think 8 different combat units should be enough for the start.

tech 1 (first 5 minutes)
- scoutvehicle
- small tank
- artillery
tech 2 (minutes 5 - 15)
- medium tank
- rocketlauncher
- helicopter
tech 3 (minutes 15-25)
- battletank
- battlecopter
tech4
- ???

This shall be a fun mod, but also a nice one, so it will need a lot of work for every single unit - the cavedog units dont look nice. Right now i didnt even finished the main robots, so if people have good looking units and want to see them in this fun mod, it will boost the releasedate (if i will find an AI and Map designer).

Any good adable ideas to this mod, feel free to post!
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

All you need is an AAI .cfg, in terms of AI. That should afford you a learning AI.
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Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Post by Day »

reminds me of a wc3 mod called DOTA
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

AAI doesnt provide as much control as:
tech 1 (first 5 minutes)
- scoutvehicle
- small tank
- artillery
tech 2 (minutes 5 - 15)
- medium tank
- rocketlauncher
- helicopter
tech 3 (minutes 15-25)
- battletank
- battlecopter
tech4
- ???
NTai would just be a matter of taking the existign default buildtree adn adding the above to factory.txt aka

scoutvehicle, small tank, artillery, medium tank, rocketlauncher, helicopter, battletank, battlecopter

along with adding their unitnames to mod.tdf in the maxenergy section to cotnrol when they're built. Then it's just re-arranging startup so it doesnt stall if it stalls and hey presto. Heck the default buildtree may already do ti well.
chlue
Posts: 101
Joined: 28 Dec 2005, 20:48

Post by chlue »

You want special maps anyway. In \startscripts\testscript.lua is a script, that spawns units for a simple single-player mission. Would it be possible to write scripts, so that the ai starts with a nice fortified base? This way there is no need for a special map design that prohibits players from entering the base in the first minutes. In addition it is possible to win the game, what is in my opinion more fun, than loosing after a long time.

I fear it might be impossible to use these scripts in combination with multiplayer.
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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

i dont think that you can use such scripts in multiplayer.
But even if it would be possible there is also a problem. If the AI is reachable and destroyable, the players would try in every game to attack its base as fast as possible because the AI gets stronger over time and the mechs only a little bit. Therefore it would be easier to win the game after 5 mins than after 30 mins and that shouldnt be. If anyone has a good solution for this problem with also having the possibility to win the game, please tell me.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Optimus Prime wrote:i dont think that you can use such scripts in multiplayer.
But even if it would be possible there is also a problem. If the AI is reachable and destroyable, the players would try in every game to attack its base as fast as possible because the AI gets stronger over time and the mechs only a little bit. Therefore it would be easier to win the game after 5 mins than after 30 mins and that shouldnt be. If anyone has a good solution for this problem with also having the possibility to win the game, please tell me.
I think you can, but I don't think support through client has been enabled yet, since no one actually made any scripts for playing after the scripting was implemented.
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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

so it would work, or not? If the lobby dosnt supports it, it doesnt, right?
I mean we all play with the lobby.
The other point is that i dont know how to script that and there is already so much work for me.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

scripting the abse would leave it as dumb as a brick unless you scripted a lua skirmish AI, whih would be nasty as you'd have a fullblown AI that could onyl work with specific maps.
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Mecha Sonic
Posts: 162
Joined: 17 Nov 2005, 04:01

Post by Mecha Sonic »

If you're gonna turn WE into this, then please add a variant for what it currently is, cuz I like the single unit deathmatchness.
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Mecha Sonic wrote:If you're gonna turn WE into this, then please add a variant for what it currently is, cuz I like the single unit deathmatchness.
1+.

Also - ZOMG GIVE US TEH BETA 2/3/4/5/6/7/8/9/Whatever OF WE :O :O :O :O.
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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

Mecha Sonic wrote:If you're gonna turn WE into this, then please add a variant for what it currently is, cuz I like the single unit deathmatchness.
sure i will let the normal version untouched. This will only be an add on.
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