Author Topic: Yet another issue.  (Read 4710 times)

Mihhaelo

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Yet another issue.
« on: July 08, 2010, 05:41:52 AM »
How do i make the computer player completely ignore a planet? Is it possible?

Using the "Hide" command doesn't work, the computer still sends troops to the asteroids. Although it must be working to some level, because the computers troops get "stuck" on the planet.

I've tried changing the GraceTime on the individual asteroids to no avail as well.

Even if i use the "Die()" command on the asteroid at the start of the game, they still swarm onto the asteroid!

Anyone have any ideas?

annikk.exe

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Re: Yet another issue.
« Reply #1 on: July 08, 2010, 04:00:34 PM »
Use infected AI :P

Alex

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Re: Yet another issue.
« Reply #2 on: July 08, 2010, 06:11:46 PM »
I think I need to put this in as a feature.

annikk.exe

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Re: Yet another issue.
« Reply #3 on: July 08, 2010, 06:20:33 PM »
Can be done with Infected AI by preventing the AI from ever considering that asteroid as a friendly or attackable path.  Implementing Infected AI in a level is quite difficult in of itself, though.

Later this year I want to overhaul the AI engine completely, formalise it into a layer-based structure, and make it more powerful, configurable and exportable to other maps.  Then it will be a lot easier to do stuff like this.

Bonobo

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Re: Yet another issue.
« Reply #4 on: July 08, 2010, 06:56:58 PM »
Alex, Rudolf, ever thought of hiring Annik once revenue from Eufloria allows it? Might be a good idea ;)

annikk.exe

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Re: Yet another issue.
« Reply #5 on: July 08, 2010, 07:14:59 PM »
Infected AI needs a lot more development to be truly on par with the original AI.  The handling of flowers and mines is poor.  The AI always follows the same tactic with little responsiveness to strategic constraints.  Certain aspects of its behaviour are frustratingly predictable.  There aren't any userdata structures to conveniently control its behaviour.  Also it's not really suitable for the casual-gaming target audience.  Finally, in its current form, it has a serious bug which can be exploited by the player to confuse the AI and halt its progression.

They say creating a "perfect" AI is easy.  Creating a convincingly fallible AI is much harder.

Pilchard123

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Re: Yet another issue.
« Reply #6 on: July 10, 2010, 01:35:51 AM »
Hide(int faction)       Hides the entity from the given faction.
Reveal(int faction)    Reveals the entity to the given faction.

w4tc

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Re: Yet another issue.
« Reply #7 on: July 12, 2010, 02:16:13 AM »
I was just thinking....
if you can hide and reveal a faction is it possible to do with asteroids?

Bonobo

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Re: Yet another issue.
« Reply #8 on: July 12, 2010, 02:34:13 AM »
I am no programmer, but from what I understood not the faction itself is hidden or revealed, but the ENTITY is hidden FROM the faction resp. revealed to it.

But … I have erred before and I will err again ;)