Author Topic: AI - what if I completely changed the resource concept?  (Read 866 times)

Mr War

  • Guest
Hi, my next mod is likely to be a modern day tank war. Wood, Gold and stone are not very fitting - I know that I can rename/re-model them. And that AI will be fine with that.

But what if I did something more radical, like only had one harvested resource type (ala Dune), or none? Would the AI figure it out?

I want to ask before trying because it takes a lot of effort to test this sort of idea by trial and error.

wyvern

  • Guest
Re: AI - what if I completely changed the resource concept?
« Reply #1 on: 7 August 2011, 18:08:04 »
You could have an oil resource like in Warzone 2100, as well as several building produced things like food supplies, Metal, Iron, composite materials, money etc

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: AI - what if I completely changed the resource concept?
« Reply #2 on: 7 August 2011, 18:19:33 »
Go for it, man!  I love when people get a little experimental in their mods. ;D  I don't even have resource harvesting at all in Project Green, and the AI uses it just fine.  I can't vouch either way for MG, since I'm pretty sure Hailstone made a few tweaks to GAE regarding that.  I think Annex has only one harvestable resource, and that's for MG.

Ishmaru

  • Behemoth
  • *******
  • Posts: 1,071
  • um wat??
    • View Profile
    • DelphaDesign
Re: AI - what if I completely changed the resource concept?
« Reply #3 on: 8 August 2011, 02:20:55 »
Yes sir annex useto use one collectable resource and ai was fine. My experience says the fewer the type of resources the more agressive it becomes.
Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
Annex is now on Facebook!
https://www.facebook.com/AnnexConquer

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: AI - what if I completely changed the resource concept?
« Reply #4 on: 8 August 2011, 03:55:08 »
Sadly, I've tried this twice without success, long ago. It's possible that the AI has been changed to make them work better with "different" resources, but in the past, the following problems were noted:

Firstly, they occasionally had trouble figuring out how to get a resource if not obtained from producing or building a simple unit, eg: earlier versions of the elves factions.

Secondly, they refused to harvest some additional resources past the traditional numbers, eg: earlier versions of Military (which had an oil well and oil as an additional resource. This may have been because they only expect the traditional numbers of resources, or it may be because they only handle resources available at the beginning of the game, and resources that cannot be harvested until later cause issues.

Thirdly, the AI seemed completely incapable of correctly using any type of "trading center" like building (converting one resource into another).

Finally, when the AI met these limitations, they simply went... wonky. Sometimes they just didn't build or harvest anything, but more commonly, they would make a bunch of the "worker" units but not expand past that point.

Bottom line, I recommend you start with a very basic XML setup with placeholder models and test if the AI can handle how your resources are set up before you put any real effort into the techtree.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert