Outpost Universe Forums
Projects & Development => Outpost 2 Programming & Development => Topic started by: jcj94 on March 26, 2011, 09:32:56 PM
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If you could do that properly, then you have a good base for an AI that can serve as an actual player replacement.
this is a quote from my other topic on a Player Use AI.
This is the topic that it came from. (http://forum.outpost2.net/index.php?showtopic=5170)
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Err, jcj, i think the question is more "Who would even have time to do it".
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Maybe ECC and I will.
It might be a little bit simpler or more complex than I think.
But I'm still writing a rough algorithm right now.
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Yes to all three...
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The point is, if you can make any part of an AI for this game, don't stop until you've made an AI that can replace a player, no matter if it's weak.
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ye i want to b able to play co-op against ai on here be fun i think to play
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Since your english has some mistakes, I will rephrase the thing to be sure that I understand it right: if a player leaves the game (which can happen when th player quits or when he gets disconnected), you want to put his units under ai control?
This seems to be a nice addition to the usual options of either self-destructing or transferring to an ally. But it'll only be useful if the ai is good. If you add it, the player who leaves should decide whether ai takes control of his/her units. The ai should be about as strong as the player who leaves to keep it balanced.
But before you make an ai that takes over a players units, make a general ai. You'll need that anyways and its one step less. Yea, I'd really like to see a general ai.
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This is a great idea. In my most recent games (with highlander, TH300, and 2 others) there were a few issues with the connection that caused us to lose 3 of the 5 players. Even a basic ai would help make this type of thing less annoying.
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With the General AI project from Sirbomber's guidance, we might be able to use that as our particular player replacement/filler AI.