m10bob
Posts: 8622
Joined: 11/3/2002 From: Dismal Seepage Indiana Status: offline
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quote:
ORIGINAL: jwilkerson quote:
ORIGINAL: m10bob an ideal AI would 1.Have initial objectives pre-programmed, 2.Have secondary programmed objectives based on "phases" or game months, Going in to this project, our intention was not to "change" the AI, but just to "morph" the existing AI system into the AE world. We planned on keeping the existing "AI Processor" in tact. In the event, for various reasons we have decided this is not sufficient. While many aspects of the AI will remain unchanged, we are changing the land/Air processing more substantially than we originally intended (and this is the primary reason the game is delayed beyond our original expectations). And for better or worse, we are exposing all of this "data" in the editor in the form of "scripts" (our slang term for them) or "Modules" (perhaps a more accurate term). For instance Scripts, can be activated by date or be triggered by completion of a predecessor script. Scripts include sequenced objective lists, attacking units, defending units and other attributes. There are many other details that we can talk about, but we would rather focus on getting it working first and talking later, but at least we can say that scenario desigers (a.k.a. MODDERS) can expect far more control over setting up their AI Scripts than they have now. Good gosh Joe!!. If modders have access to ANY of the AI's "phases" or tactical modules*, this in itself would be a major development, since nobody has memory sufficient to memorize every game (mod) which would be possible now!!.. *(Nice terminology?)
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