Author Topic: AI Problems  (Read 2647 times)

Ishmaru

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AI Problems
« on: 9 February 2008, 17:24:20 »
Hello am currently makeing a mod and i noticed that for some reason the ai does not build units anymore. It does utilize units it currently has so its not completly dead. Is there any reason for this or a way to modify ai?

Thankyou
« Last Edit: 1 January 1970, 00:00:00 by Ishmaru »
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erandur

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Re: AI Problems
« Reply #1 on: 9 February 2008, 18:14:53 »
Quote from: "Ishmaru"
Hello am currently makeing a mod and i noticed that for some reason the ai does not build units anymore. It does utilize units it currently has so its not completly dead. Is there any reason for this or a way to modify ai?

Thankyou

Hmm, I had that problem too for some reason, still looking for the reason myself. Just a wild, and worthless guess probably, but maybe it has something to do with the order of commands/skills of the units. I have no idea if that has any influence in glest, but it wouldn't be the first engine to have that 'problem'.
Sounds foolish I know, but it might help :)
« Last Edit: 1 January 1970, 00:00:00 by erandur »

daniel.santos

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« Reply #2 on: 9 February 2008, 19:09:14 »
wciow and I are working on a mod extending upon the existing Magitech tree.  I haven't done extensive testing with it yet, but I did notice that they started to build a second summoner's guild instead of building a necromancer tower.  I think this deserves more investigation and should possibly be posted under the bugs forum.
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

martiño

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« Reply #3 on: 9 February 2008, 20:27:58 »
We tried to make the AI as generic as possible, however it can not adapt to all possible tech trees. Building an AI for this type of games is a major task especially when you don't know what kind of units it is going to have. I think this is a minor problem now that we have multiplayer support. So you can still play your mods against other human players.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

Ishmaru

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« Reply #4 on: 9 February 2008, 20:56:59 »
Thanks to all the info helped.
« Last Edit: 1 January 1970, 00:00:00 by Ishmaru »
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daniel.santos

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« Reply #5 on: 9 February 2008, 22:29:20 »
Hurray for multiplayer support!! :)  AI is definitely a tricky thing.  It's one area I have yet to do much work in.
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

Jamesgamer

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« Reply #6 on: 10 February 2008, 02:07:37 »
Could there possibly be a place in the xml for a specific faction to tell the AI to build X instead of Y?
« Last Edit: 1 January 1970, 00:00:00 by Jamesgamer »

 

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