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Old April 15th, 2008, 03:16 PM
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Default Re: AI for Mages Using Gems

Quote:
capnq said:
Quote:
sansanjuan said:I was wondering what % of a turn's cycles are spent on animation creation. If that was surpressed...
Animations are only relevant for watching the replay; there's no reason to calculate the visuals while the battle is being resolved.
ok. I'm a bit intrigued...

So when the .trn file is being generated with the battle sequences, every unit ends up with a "this is what unit-x did this turn", etc. etc.? As the battle engine cycles through commanders and units each unit reacts to every appropriate unit on the battle field for both friends and foes (morale check, can't move there, can swing at bog beast, etc.)? The computational heavy lifting results from all these (each unit's) array checks. If so I can see why it's a bugger to finesse the AI into "deep and clever" code. Thematically I do agree that some mages would nuke their own friends due to panic. I also still am convinced a single attribute (IQ) that would leverage a single with/without magic iteration might be doable. I may be full of hooey... wouldn't be the first time.

-SSJ

Edit: We'd call it the "mage watches battle in lawnchair" iteration. Perhaps only useful if they are the only mage in play for that battle.
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