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October 4th, 2004, 01:58 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: AI Deathmach 3
GP, most part of your reflections is true, imho. For example, modding of AI_Speach.txt and AI_Politics.txt files is considered as "secondary" or even "not important" (that's my impression of course). But these files are responsible to AI "personality", so we are losing something with such approach.
At the same time, most of complains were about "weak AI", not "uncreative AI". So I think it was natural for AI modders to boost AI strength, not its RP aspects.
AI modding is a sort of contest, and why should someone write an exremly artistic, unpredictible, but helpless AI? The truth is that there are less than "1000 ways to do it", probably there is only 1 way to make successful AI with a slight set of unsignificant variations.
This game was not developed as a space RPG, it a human players who can make it RPG.
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October 4th, 2004, 02:26 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: AI Deathmach 3
Quote:
aiken said:
At the same time, most of complains were about "weak AI", not "uncreative AI". So I think it was natural for AI modders to boost AI strength, not its RP aspects.
AI modding is a sort of contest, and why should someone write an exremly artistic, unpredictible, but helpless AI? The truth is that there are less than "1000 ways to do it", probably there is only 1 way to make successful AI with a slight set of unsignificant variations.
This game was not developed as a space RPG, it a human players who can make it RPG.
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Its not only the speech and role playing. Again, I know Im talking ahead of myself and should look into things more, but it seems like the AIs could be more tactically different. I have seen some which seem to try and win by swarming colony ships, or by building mostly small fighting ships in fleets, or heavily geared toward research, and one which seems to be trying to win diplomatically. Im interested in more of that type of spread.
Some of the best ones I might be missing because they dont want to leave their mods. Does the "darkness" race from B5 concentrate on stealth and intelligence? Do the ferrengi concentrate on trade?
Also Id like more of an even spread in events. I may look into writing more good-luck events.
__________________
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 4th, 2004, 02:34 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: AI Deathmach 3
You must not have seen the Eye Candy Mod or Adamant... these mods have plenty of good events in them. Plenty of bad as well, but there are good ones.
Most mods are not focused on the AI. Just TDM and AIC, really... Devnull to a minor extent, but it is more focused on balance. Other mods are focused on providing a vastly different playing environment, and the AI tends to be secondary...
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