Panta_slith -> RE: How hard would it be to make a Middle East Mod? (7/30/2014 3:36:44 PM)
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I guess that the AI behaviour can be set at two different levels. First, how a computer-controlled unit reacts in face of imminent danger, at a tactical level (what they do, do they attack, retire, hold, etc.) For simulators like Steel Beasts is what they do when they see you and is variable. On the other hand you have the course of action, etc. Do they pop up here or there (or at all)? Do they go along this path or another one, at what time, etc. That gives you some unpredictability since you can't know, among certain limits, what are you expecting. It isn't the case of harpoon, for instance, where all those things are fixed, thus if you make a scenario you will always know what to expect. For instance, in FPG I have noticed that the AI goes for the objective flags in a more or less direct way. SB has a different approach, with "events", a series of selectable boolean variables that let the AI to act differently every time in response to the present situation. You can see better explained what I have tried to say in SBP's scenario design page: http://www.steelbeasts.com/sbwiki/index.php/Scenario_Design quote:
ORIGINAL: Mad Russian So, what are you saying? That you prefer games with the AI programmed to react a certain way every time? Or the way the FPC AI works? I'm not sure what your point is here. Good Hunting. MR
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