Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Necessity for WitP with 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 >> RE: Necessity for WitP with AE? Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: Necessity for WitP with AE? - 4/17/2009 6:26:24 PM   
ool


Posts: 470
Joined: 12/25/2007
From: Ottawa, Canada
Status: offline
Yes but will they be worth a damn or just gamey? It can't be easy to hit the right balance to make the Ai playable and reasonable in the historical context.

_____________________________


(in reply to ChickenOfTheSea)
Post #: 31
RE: Necessity for WitP with AE? - 4/17/2009 6:31:42 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Yup the AI script editor is available and I am expecting lots of modded AI scripts - frankly lots of people will do them and there is NO excuse for any modder doign a what if scenario not to include a working AI !!!

Its a PITA but the tool is there to do it.

Everyoine on the team has contributed on the AI after release its far far from just me and Brady I am not going to name names but everyone has been involved because no one has been un involved.

I 'may' after release make some of my testing AI scripts avalaible for folks that want them but I am sure they can be improved on by the modding crowd. Getting the scripts done is 30 minutes work making sure they work as advertised - ah thats the trick !!!

Personally the AI being accesible is high on the AE improvement list for me 

(in reply to ChickenOfTheSea)
Post #: 32
RE: Necessity for WitP with AE? - 4/17/2009 8:03:54 PM   
ChickenOfTheSea


Posts: 579
Joined: 6/7/2008
From: Virginia
Status: offline

quote:

ORIGINAL: Andy Mac

Personally the AI being accesible is high on the AE improvement list for me 


I agree. This is a very creative community and I think between AE, AI mods of AE, AE mods, and AI mods of AE mods, this game will not get stale until I am well into senility. By then, I can play the same scenario over and over again because I won't remember what happened the last time.

_____________________________

In theory, there is no difference between theory and practice, but in practice, there is. - Manfred Eigen

(in reply to Andy Mac)
Post #: 33
RE: Necessity for WitP with AE? - 4/17/2009 9:10:22 PM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline
Right, at a high level we really did three things with the AI for AE.

01 - Wrote a new AI processor to enable AI designers to better control what happens and what does not happen.

02 - Esposed the AI scripting in the editor - so that any budding AI designer can have a go at using the same tool we used to build the official AI.

03 - Tested and tweaked and tested and tweaked ad nausium until we got the results we wanted.



_____________________________

AE Project Lead
New Game Project Lead

(in reply to ChickenOfTheSea)
Post #: 34
RE: Necessity for WitP with AE? - 4/17/2009 10:41:23 PM   
undercovergeek

 

Posts: 1526
Joined: 11/21/2006
From: UK
Status: offline

quote:

ORIGINAL: jwilkerson

Right, at a high level we really did three things with the AI for AE.

01 - Wrote a new AI processor to enable AI designers to better control what happens and what does not happen.

02 - Esposed the AI scripting in the editor - so that any budding AI designer can have a go at using the same tool we used to build the official AI.

03 - Tested and tweaked and tested and tweaked ad nausium until we got the results we wanted.




hoping its not grammatical but everything youve mentioned is in the past participle - can we assume from this that all the AI work is done?

(in reply to jwilkerson)
Post #: 35
RE: Necessity for WitP with AE? - 4/17/2009 10:53:41 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
You know what they say about assuming...

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to undercovergeek)
Post #: 36
RE: Necessity for WitP with AE? - 4/17/2009 11:04:06 PM   
undercovergeek

 

Posts: 1526
Joined: 11/21/2006
From: UK
Status: offline

quote:

ORIGINAL: Terminus

You know what they say about assuming...


assuming makes an ass out of you and ming?

terminus..... now i dont want to say Flash Gordons nemesis is an ass, and that only leaves you in this cliche!!

(in reply to Terminus)
Post #: 37
RE: Necessity for WitP with AE? - 4/18/2009 12:07:18 AM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
An ass I may be, but this ass just installed a new AE build on his computer... Byeeee...

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to undercovergeek)
Post #: 38
RE: Necessity for WitP with AE? - 4/18/2009 12:17:31 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline

quote:

ORIGINAL: Terminus

An ass I may be, but this ass just installed a new AE build on his computer... Byeeee...


You are one evil, teasing mule.

(in reply to Terminus)
Post #: 39
RE: Necessity for WitP with AE? - 4/18/2009 2:15:16 AM   
Yamato hugger

 

Posts: 5475
Joined: 10/5/2004
Status: offline
Whats AE?

_____________________________


(in reply to witpqs)
Post #: 40
RE: Necessity for WitP with AE? - 4/18/2009 2:19:30 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
MuleEnvy - only spelled different.

(in reply to Yamato hugger)
Post #: 41
RE: Necessity for WitP with AE? - 4/18/2009 3:07:23 AM   
jwilkerson


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

quote:

ORIGINAL: undercovergeek


quote:

ORIGINAL: jwilkerson

Right, at a high level we really did three things with the AI for AE.

01 - Wrote a new AI processor to enable AI designers to better control what happens and what does not happen.

02 - Esposed the AI scripting in the editor - so that any budding AI designer can have a go at using the same tool we used to build the official AI.

03 - Tested and tweaked and tested and tweaked ad nausium until we got the results we wanted.




hoping its not grammatical but everything youve mentioned is in the past participle - can we assume from this that all the AI work is done?


I could clarify by saying that all the AI work that we have done - has been done in the past.



_____________________________

AE Project Lead
New Game Project Lead

(in reply to undercovergeek)
Post #: 42
RE: Necessity for WitP with AE? - 4/18/2009 5:30:53 AM   
TOMLABEL


Posts: 5116
Joined: 1/27/2006
From: Alabama - ROLL TIDE!!!!!
Status: offline

quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: undercovergeek


quote:

ORIGINAL: jwilkerson

Right, at a high level we really did three things with the AI for AE.

01 - Wrote a new AI processor to enable AI designers to better control what happens and what does not happen.

02 - Esposed the AI scripting in the editor - so that any budding AI designer can have a go at using the same tool we used to build the official AI.

03 - Tested and tweaked and tested and tweaked ad nausium until we got the results we wanted.




hoping its not grammatical but everything youve mentioned is in the past participle - can we assume from this that all the AI work is done?


I could clarify by saying that all the AI work that we have done - has been done in the past.





Thanks for the clarification, Joe! I had thought I remembered that AE had an AI component to it. Thank goodness that is behind us now!!!!

_____________________________


Art by the Rogue-USMC

WITP Admiral's Edition: Ship & Sub Art/Base Unit Art/Map Icon Art

"If destruction be our lot - it will come from within"...Abraham Lincoln

(in reply to jwilkerson)
Post #: 43
RE: Necessity for WitP with AE? - 4/18/2009 8:32:48 AM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
But I fear poor ol' AndyMac will never be quite the same again...

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to TOMLABEL)
Post #: 44
RE: Necessity for WitP with AE? - 4/18/2009 3:09:21 PM   
Apollo11


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

quote:

ORIGINAL: jwilkerson

Right, at a high level we really did three things with the AI for AE.

01 - Wrote a new AI processor to enable AI designers to better control what happens and what does not happen.

02 - Esposed the AI scripting in the editor - so that any budding AI designer can have a go at using the same tool we used to build the official AI.

03 - Tested and tweaked and tested and tweaked ad nausium until we got the results we wanted.




Great - thanks Joe and all other hard working WitP-AE people - we are all grateful!


BTW, have you guys run long AI vs. AI games?

My friend Oleg Matsruko (he used to pos here a lot) tested AI when original WitP first came many years ago - he used his computers at nights at his office. He showed me that in days/weeks needed to finish the WitP things very much so played like original WWII in Pacific...

Is that still the same?

Are the any other than "follow the history" possibilites for AI?


Thanks in advance!


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 #: 45
RE: Necessity for WitP with AE? - 4/18/2009 3:34:50 PM   
Czert

 

Posts: 255
Joined: 7/22/2006
Status: offline
The better AI, better for players. I dunno how many players plays PBEM, but I think majority of players play only agains AI. Cant wait for testing this new AI.
And if will be here that AI will sugest you which thing to make next....(simply AI vs AI with human supervision) - this can help/teach  players how to play or what thinks not to overlook.

_____________________________


(in reply to Apollo11)
Post #: 46
RE: Necessity for WitP with AE? - 4/18/2009 4:52:59 PM   
jwilkerson


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

quote:

ORIGINAL: Apollo11

BTW, have you guys run long AI vs. AI games?




Many, many, many.

_____________________________

AE Project Lead
New Game Project Lead

(in reply to Apollo11)
Post #: 47
RE: Necessity for WitP with AE? - 4/18/2009 6:19:16 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
By the dozen... A 1945 AI savegame recently circulated around the team...

(NOTE: The above post in no way implies that work on the AI or the rest of the project is due to be completed within the immediate temporal frame).

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to jwilkerson)
Post #: 48
RE: Necessity for WitP with AE? - 4/18/2009 7:06:58 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
So you're saying it's done? Yippee!

(in reply to Terminus)
Post #: 49
RE: Necessity for WitP with AE? - 4/18/2009 7:29:22 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
No, that's not what I'm saying, as per the text of my post...

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to witpqs)
Post #: 50
RE: Necessity for WitP with AE? - 4/18/2009 8:07:41 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Nope at least one nasty bug came out of the AI v AI save that Terminus is referring to we are still looking

(in reply to Terminus)
Post #: 51
Page:   <<   < prev  1 [2]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: Necessity for WitP with AE? Page: <<   < prev  1 [2]
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

1.828