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Re: Atten Devs: AI (Rules-based dynamic scripting?
Hmmm. Thanks for the inside information.
-Max |
Re: Atten Devs: AI (Rules-based dynamic scripting?
Arralen, external AIs (of many types) could work. You'd have a program that would take as input a .trn file, a .map file, and any .mod files in effect (if you were feeling mod-friendly). It would do its thing, and give back a .2h file. Now, training some types of AI could be harder, since it wouldn't have direct access to the battle resolution engine; it still wouldn't be impossible though (remember the battle simulator from Dom2? Or it could create a microgame on a special 3-province AI-map to test strategies, much as real humans sometimes do...)
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Re: Atten Devs: AI (Rules-based dynamic scripting?
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If the file format is made public for an AI project, it might still be possible to see what units were deployed where at the start of battle. And the *exact* orders the enemy scripted his units with... which isn't normally available... so here's a small *unavoidable* cheating opportunity. Quote:
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Re: Atten Devs: AI (Rules-based dynamic scripting?
Id be happy with AIs that had more of a range in their randoms. Or better yet, a setting that can affect the basic random rolls.
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Re: Atten Devs: AI (Rules-based dynamic scripting?
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UNFORTUNATELY... in Dominions_3 the #startspell command is broken because it only works for ONE turn!! Based on the progress things are getting fixed it looks like my favorite map command will remain broken in Dominions_3. http://forum.shrapnelgames.com/images/smilies/fear.gif |
Re: Atten Devs: AI (Rules-based dynamic scripting?
Probably yes. Broken commands in the game tend to stay broken. Its taken me literally years to get some fixed.
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