Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

AI improvements in AE

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> AI improvements in AE Page: [1]
Login
Message << Older Topic   Newer Topic >>
AI improvements in AE - 5/1/2008 10:25:03 PM   
maxstrike

 

Posts: 40
Joined: 1/20/2005
Status: offline
I didn't see AI improments listed in the new features. Is AE targeted to PBEM gamers?


Daniel
Post #: 1
RE: AI improvements in AE - 5/1/2008 10:30:10 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Lots of time and effort has been put into shaping up the AI for AE, but WitP has always been primarily a PBEM game; the AI can't cope. We're trying to make it better.

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to maxstrike)
Post #: 2
RE: AI improvements in AE - 5/2/2008 4:16:08 AM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline

quote:

ORIGINAL: maxstrike

I didn't see AI improments listed in the new features. Is AE targeted to PBEM gamers?


Daniel


AI "improvements" are more subtle than the more objective changes describable in other areas. AE is not "targeted" to AI nor to PBEM. AE has the same target audience as WITP/UV/WPO.

We have definitely made a number of improvements ...

(01) AI data exposed in the editor ...
This is a key improvement as the mod community will now be able to modify the AI
(02) Task force formation ....
The AI is now better informed regarding task force formation ... and which ships to include in which TFs.
(03) Refueling, loading, unloading ...
The AI is now better informed as to these functions
(04) Initial attacks
We have ... and still are .. putting a lot of energy into trying to make the open attack ... and response to that opening attack ... more historically accurate ...this has been an area of intense effort (and frustration) but we are continuing to focus effort here.
(05) Allied Counter Attack
This area has been very much re-worked ... the Allied AI should now produce a much more "robust" counter offensive in the later years.
(06) Aleutians
We noted a darth of AI ability in the ALeutian ... and we have beefed this up. For example .. the US were not sending garrisons to this area .. .now they are.

Well we could go on .. and we will ... but the AI is one of the primary two areas we are focusing on at this point (the other is scenario testing) ... so it is definitely not being "ignored".



_____________________________

AE Project Lead
New Game Project Lead

(in reply to maxstrike)
Post #: 3
RE: AI improvements in AE - 5/2/2008 4:36:52 AM   
pad152

 

Posts: 2871
Joined: 4/23/2000
Status: offline
quote:


ORIGINAL: jwilkerson

(01) AI data exposed in the editor ...
This is a key improvement as the mod community will now be able to modify the AI


Just getting the AI to do something different (attack/defend new places) will add years of playtime to the game! This feature alone is worth the price of the expansion pack!

That all said, I would still like to see the AI make use of mining ops (mine phase) and use carriers to cover invasions and resupply of forward bases! Lets face it, any AI improvements will go along way.



(in reply to jwilkerson)
Post #: 4
RE: AI improvements in AE - 5/2/2008 5:22:01 AM   
Grotius


Posts: 5798
Joined: 10/18/2002
From: The Imperial Palace.
Status: offline
I'm encouraged by all of this, and especially by the first item on Joe's list -- the AI data being exposed to the editor. I hope someone makes a mod whose main focus is the AI.

(in reply to pad152)
Post #: 5
RE: AI improvements in AE - 5/2/2008 11:37:44 AM   
Coupon


Posts: 35
Joined: 6/25/2006
Status: offline
Just getting the AI to use long-range CAP would be a great improvement. Hint-hint nod-nod .

(in reply to Grotius)
Post #: 6
RE: AI improvements in AE - 5/2/2008 12:59:16 PM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: jwilkerson

AI "improvements" are more subtle than the more objective changes describable in other areas. AE is not "targeted" to AI nor to PBEM. AE has the same target audience as WITP/UV/WPO.

We have definitely made a number of improvements ...

(01) AI data exposed in the editor ...
This is a key improvement as the mod community will now be able to modify the AI
(02) Task force formation ....
The AI is now better informed regarding task force formation ... and which ships to include in which TFs.
(03) Refueling, loading, unloading ...
The AI is now better informed as to these functions
(04) Initial attacks
We have ... and still are .. putting a lot of energy into trying to make the open attack ... and response to that opening attack ... more historically accurate ...this has been an area of intense effort (and frustration) but we are continuing to focus effort here.
(05) Allied Counter Attack
This area has been very much re-worked ... the Allied AI should now produce a much more "robust" counter offensive in the later years.
(06) Aleutians
We noted a darth of AI ability in the ALeutian ... and we have beefed this up. For example .. the US were not sending garrisons to this area .. .now they are.

Well we could go on .. and we will ... but the AI is one of the primary two areas we are focusing on at this point (the other is scenario testing) ... so it is definitely not being "ignored".


Long long time ago I participated in closed BETA of Microsoft's "The Age of Empires"... there the AI script code was exposed and was editable... I made some nice mods for it and enjoyed sharing them for others to try how they compare to original AI (my motto was defense at first )... it was quite fun and showed some really really interesting possibilities...

I sincerely hope that, in time, similar things can be done (i.e. simple AI scripting to lay down several main AI strategies and several AI tactics) for WitP-AE in some manner - this info by Joe is most ecougarging!


Leo "Apollo11"

_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to jwilkerson)
Post #: 7
RE: AI improvements in AE - 5/2/2008 5:10:13 PM   
maxstrike

 

Posts: 40
Joined: 1/20/2005
Status: offline
Thanks for the info, it was exactly what I wanted/needed to hear


Daniel

(in reply to Apollo11)
Post #: 8
RE: AI improvements in AE - 5/4/2008 3:47:09 PM   
bigbaba


Posts: 1238
Joined: 11/3/2006
From: Koblenz, Germany
Status: offline
quote:

(01) AI data exposed in the editor ...
This is a key improvement as the mod community will now be able to modify the AI


that is a great news. for me, WITP PBEM-games are simply too complex and i prefer to play it against the AI, while i play UV in the PBEM-modus.

massive improvements of the AI would be THE reason for me to buy AE.

is anyone actualy developing a AE-MOD with improved AI?

(in reply to jwilkerson)
Post #: 9
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> AI improvements in AE Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.922