Author Topic: techtree structure: non-building AI confusion  (Read 3434 times)

SynReaper

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techtree structure: non-building AI confusion
« on: 3 August 2006, 01:21:06 »
I was in the middle of developing a mod based on the 'Sacrifice' game when I noticed that the AI has no idea of what to do without standard resources (gold,wood,stone) and no building construction techniques.  The mod was being developed to use only energy as a consumable resource and EP for just about every action.  Is there an xml file that I'm missing some config on, or is the AI not suitable for this type of mod?  

From my understanding, the basic AI logic that is missing is the 'I'm overpowered and losing' scenerio where if being attacked, troop deployment is the main priority as opposed to construction/building.  This is the same type priority that an AI faces when it runs out of local resources and cannot continue to build.

Thanks for your response in advance.
« Last Edit: 1 January 1970, 00:00:00 by SynReaper »

ilivetomod

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« Reply #1 on: 14 November 2006, 17:14:25 »
If youre reallly bothered about making this mod, you should try and get the source code and try to reprogram the game. Or add more resources  :D
« Last Edit: 1 January 1970, 00:00:00 by ilivetomod »

tucho

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« Reply #2 on: 10 January 2007, 15:26:43 »
If your faction haven't buildings where are produced the energy and units?
« Last Edit: 1 January 1970, 00:00:00 by tucho »

martiño

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Re: techtree structure: non-building AI confusion
« Reply #3 on: 10 January 2007, 23:22:56 »
Hi, you are right, but is horribly difficult to make an AI that would behave properly in any possible scenario. I tried to make it generic, but I can never guess what kind of mods people will make.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

 

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