Re: AI concept of the \'80ies ... why?
HoneyBadger, I think I said something similar. Maybe what I wrote was invisible though, as nobody has acknowledged it. I will go back to the AS thread and angrily sulk there.
In any case, Total Annihilations had a very interesting AI MOD model. It was a text file of units and weights, different for each race, and different for different types of maps, and completely changeable by the player. E.g. if we were to have this kind of possibility in Dom III, we could have a text file (or xml) that allowed us to say something like (this is simplified):
race 43 (superbadgers)
pretendertype;SC,Magic,Lucky,Random
turns0--24;StratMagicTurtle (slow expansion)
turns0--24;regunit456;30% (badger militia)
turns0--24;regunit457;70% (h inf badgers)
turns0--24;cmdrunit466;90% (badger mage scholars)
turns0--24;cmdrunit465;10% (reg commander)
turns25--48;StratMagicDragon (rapid expansion)
turns25--48;regunit458;50% (sacred badger unit)
turns25--48;regunit459;50% (badgersamurai)
turns25--48;cmdrunit459;90% (badger battle mage)
turns25--48;cmdrunit460;10% (badger priest of light)
.
.
.
etc.
__________________
--Uh-Nu-Buh, Fire/Death
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