Steph said:I'm doing it. But not a clone. I want to make a good game![]()
Hi Steph,
A brief OT -- How difficult are you finding it to devise algorithms for the AI to behave "intelligently"?
Best,
Oz
Steph said:I'm doing it. But not a clone. I want to make a good game![]()
More difficult is fuzzy logic AI. Where the AI can behave more or less intelligently.. but even when it is being "smart" it still follows a somewhat random pattern. The programmer must determine not just what is the best course of action, but a weighted list of best to worst actions based on a long list of interacting variables and have some sort of weighted random number generator (hopefully something along the lines of a mersenne twist with a millisecond real-time clock seed instead of the simpler list based one that Civ3 seems to employ). The range of decisions to be made will be bell curved towards the top, bottom, etc based on the "iq" of the AI being modeled.ozymandias said:Hi Steph,
A brief OT -- How difficult are you finding it to devise algorithms for the AI to behave "intelligently"?
Best,
Oz
Steph said:I'm doing it. But not a clone. I want to make a good game![]()
There is no AI so far, we are still working on the porting of the graphical engine to DirectX.ozymandias said:Hi Steph,
A brief OT -- How difficult are you finding it to devise algorithms for the AI to behave "intelligently"?
Oz
ozymandias said:Thanks - that's pretty much like I figured. BTW, in Civ3, I also give them the paradrop capability so they can at least cross small bodies of water ... but of course IIRC there's no paradrop capability in Civ4.
Best,
Oz
Hikaro Takayama said:That's BRILIANT!! I already have tha airships in the FF mod set up similar to how you do the helicopters (except w/o the amphibious option since they're WAY too big to fit on any transport), but was kind of puzzling on how I could get them accross a small body of water without having either a city or airfield on the other side.... Giving them Paradrop (they already use the Recon and re-base air unit commands, so they already have an appropriate range set, all I have to do is enable the paradrop command, and put something in the build slot in the unit's INI file).
I wish I'd have thought of that before! Thanks, Oz
embryodead said:Everything has been said already so I'll just /sign. I even promise to buy Civ4 if new Civ3 editor is released, just to be nice![]()
Amesjustin said:Don't bother, its got great ideas with poor execution...
embryodead said:I even promise to buy Civ4 if new Civ3 editor is released, just to be nice![]()