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AI modability - 1/22/2006 1:16:52 AM   
Dunckelzahn

 

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Joined: 6/20/2005
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In most game the weakest spot is the AI and it is most often hardcoded into the game, and if you can mod anything it doesn't really do the big difference. As I see it the best way to improve the AI is to make it as modable as possibel is .csv files as I know you are using. This way the community will work on improving the AI to the benefit of the game and developer/publisher. How modable will you make the AI in WiF and will events, mapfeatures as ports, terrain, cities be modable?

As a newbie I need some help, you are using a lot of abbreviations. Could someone please post a list of these and an explanation of the most common ones, so the newbies can get a clearer picture of what you experienced guys are talking about;)

Post #: 1
RE: AI modability - 1/22/2006 4:54:15 AM   
Shannon V. OKeets

 

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From: Honolulu, Hawaii
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quote:

ORIGINAL: Dunckelzahn

In most game the weakest spot is the AI and it is most often hardcoded into the game, and if you can mod anything it doesn't really do the big difference. As I see it the best way to improve the AI is to make it as modable as possibel is .csv files as I know you are using. This way the community will work on improving the AI to the benefit of the game and developer/publisher. How modable will you make the AI in WiF and will events, mapfeatures as ports, terrain, cities be modable?

As a newbie I need some help, you are using a lot of abbreviations. Could someone please post a list of these and an explanation of the most common ones, so the newbies can get a clearer picture of what you experienced guys are talking about;)


Sorry about the abbreviations. I try to avoid them myself, but some are used so frequently in this forum that I lapse into using them without explaining them.

Look at the Directory thread at the Top of this forum. It gives a short overview of the MWIF (Matrix Games' World in Flames) forum.

I am really busy at the moment working on the new graphics for the map that just arrived last night around 10 PM. Otherwise I would find the post(s) I have written about giving players the ability to modify the AI Opponent. It has low priority for me. Instead I want to focus on making the AIO play well. That implies writing detailed code for all the hundreds of different decisions a player makes when playing WIF. Constantly trying to keep that code accessible to a non-programmer in a non-programming language would make the task much more difficult.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Dunckelzahn)
Post #: 2
RE: AI modability - 1/22/2006 8:09:41 PM   
Mziln


Posts: 1107
Joined: 2/9/2004
From: Tulsa Oklahoma
Status: offline
CWiF – Australian Design Group computer version of World in Flames
MWiF – Matrix computer version of World in Flames

AMPH – Amphibious transport
BB - Battleship
BC - Battle Cruiser
C – Convoy
CA - Heavy Cruiser
CL - Light Cruiser
CV - Aircraft Carrier
CVE - Escort Aircraft Carrier
CVL - Light Aircraft Carrier
CX - German Auxiliary Cruisers
FROG - Frogmen
NS – Naval supply
SUB – Submarine
TRS – Naval transport

ARM – Armored
CAV - Cavalry
HQA- Armored Headquarters
HQI – Infantry Headquarters
MECH - Mechanized
MIL - Militia
MOT - Motorized
PARA – Paratroops
XX – Divisions or smaller land units
XXX – Corps
XXXX – Army
XXXXX – Army group

A-B – Atomic bomb
ATR – Air transport
CVP – Carrier plane
CVF – Carrier plane flying as fighter
CVB – Carrier plane flying as bomber
FB – Fighter flying as bomber
FTR – Fighter
LND – Land bomber
NAV – Naval bomber
Pilot – to use an aircraft you must have a pilot
V-W - V-weapon

Synth Oil - Synthetic oil factory
Offensive chit – used to enhance your offensive (Air, Land, or Naval)
DoW or DOW - Declaration of War
AAR - After Action Report

< Message edited by Mziln -- 1/22/2006 8:13:33 PM >

(in reply to Dunckelzahn)
Post #: 3
RE: AI modability - 1/22/2006 8:46:23 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
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Thanks Mziln.

CSV - comma separated values. Usually refers to a file that stores data. These can be read by most spreadsheet programs and databases. Those applications can also create/write them, filling them with the current data values in the spreadsheet or database. CSV files contain plain ASCII text and can be edited using Notepad or any other simple text editor program. MWIF will make most of the raw data the program uses for terrain and units available to the players as CSV files.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Mziln)
Post #: 4
RE: AI modability - 1/22/2006 9:57:16 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
Great Mzlin !

Convoys are also abreviated CP in the WiF players' language.
TP are Tanker Points.
For the planes, sometimes the cost is indicated next to the acronym. Hence, a FTR2 is a fighter costing 2, a FTR3 is a FTR costing 3, that is a twin-engined fighter. Same for CVP (CVP0, CVP1, CVP2), NAV (NAV2, NAV3, NAV4) & LND (LND2, LND3, LND4).

(in reply to Mziln)
Post #: 5
RE: AI modability - 1/22/2006 10:03:21 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
There are also the ADG products :

WiF FE : World in Flames Final Edition
WiF5 : World in Flames 5th Edition
PiF : Planes in Flames kit
SiF : Ships in Flames kit
AsA : Asia Aflame kit
AfA : Africa Aflame kit
MiF : Mech in Flames kit (Annual 94/95)
LiF : Leaders in Flames kit (Annual 98)
AiF : America in Flames
DoD : Days of Decision
PatiF : Patton in Flames
CVPiF : Carrier Planes in Flames kit
PoliF : Politics in Flames kit (Annual 2000)
CoiF : Convoys in Flames kit
CLiF : Cruisers in Flames kit

(in reply to Froonp)
Post #: 6
RE: AI modability - 1/22/2006 10:41:05 PM   
Dunckelzahn

 

Posts: 10
Joined: 6/20/2005
Status: offline
Thanks alot

(in reply to Froonp)
Post #: 7
RE: AI modability - 1/22/2006 11:32:53 PM   
Mziln


Posts: 1107
Joined: 2/9/2004
From: Tulsa Oklahoma
Status: offline
I also left out

EbCk - Error between Chair and Keyboard


(in reply to Shannon V. OKeets)
Post #: 8
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