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Post by Boaster on Oct 4, 2011 14:47:09 GMT -6
I am now embarking on the task of re-writing how the AI functions in combat.
First I am going through cleaning and organizing the data vertically, rather than it being bunched up onto a single horizontal line (this makes data much easier to find, locate and edit).
I am working on, first and foremost, configuring the actions of how the Marauders in dungeons will react and respond. They will always be aggressive, either a flat out attack, or by trying to flank by moving a portion of the army to the retreat area before attacking.
Just taking small steps at a time. Over the course of this time, the AI will probably be nominally improved.
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Post by aguestos on Oct 15, 2011 1:40:33 GMT -6
I am really interested in how far you get here. While i have no idea how complex the AI is or would have to be to be serious, its always a joy to kill them all off by exploiting their futile predictable moves.
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Post by Boaster on Oct 15, 2011 13:12:21 GMT -6
I have made a minor adjustment so far.
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Post by Boaster on Oct 18, 2011 12:24:57 GMT -6
What I'm going to try to do is make the AI more competent in combat first.
Since I have changed the interval number of the AI to re-assess combat situations, they re-act a little better to certain situations.
Also, if a player's Army vs Marauders and the AI determines the attacking player's Army is twice as strong, the AI will re-act differently than AI Faith army. Whereas an AI Faith might flee, the Marauder AI will try to flank the player's army. Or even if the Player's Army isn't twice as strong, the AI Faith will stand their ground and defend. In this case, the Marauder AI will still try to flank.
I am working on simple tweaks first and then will delve deeper over time.
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