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Last post 03-03-2001, 18:03 by Codman_wu. 7 replies.
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  •  03-03-2001, 18:03 269722

    I'm making a RTS game and a have a real problem. I need the basics of making the AI for this type of game. Ideeas or links are welcome. You can also take a look at some screen-shots at http://www.hostileencounter.com. Please help me! Happy [:)]
  •  03-03-2001, 20:21 269762 in reply to 269722

    Looks nice, but if I listen carefully I think I hear the sound of Blizzard consulting their lawyers...
  •  03-04-2001, 11:04 269957 in reply to 269722

    One of the best RTS AI's is the one of 'Dark Reign'(1). I once read about its AI and the way it works (cant remember where). Maybe you could get some infos on the developers hp. Their name was 'AURAN'. Some ideas i tend to remember: They splitted the map into regions. Then the AI frequently generated information about each region, for example about the grade of defense or the amount of resources and the kind of terrain. This might be a solid base to make further decisions about where to attack etc. Another thing is to make many scripts, tell the AI to build many air defense in this map while building marine units in the next scenario. The disadvantage is that the player will know whats gonna happen once he played the map sometimes. You might go to GameAI. There is pretty much information etc. Also newsgroup comp.ai.games might be worth a look. HTH cmdkeen
  •  03-05-2001, 17:47 270327 in reply to 269722

    Thanks cmdkeen for reply. The idea for map i have already but the link is very interesting. The same the idea to study the Dark Reign AI.
  •  03-06-2001, 13:08 270636 in reply to 269722

    Codman_wu: let me know if you get any more interesting ideas, please - i'm pretty interested in AI stuff.
  •  03-10-2001, 14:42 272493 in reply to 269722

    Interesting AI site

    Some very interesting infos about AI could be found by seaching the web with word "Amit's". There is a page called "Amits' Programming Page".Try in on yahoo and you wont be dissapointed. Now I'm very busy designing the AI for that game so I cant post very much.
  •  03-15-2001, 14:07 274561 in reply to 269722

    Other good site

    Good [Good] afternoon, So you're interested in AI? Then I can really recommend this page: http://www.generation5.org The Generation5 site contains everything you need to know about AI and if it doesn't you can always find a link to a site that does. (Or you can visit the AI programmer only message board! Maybe the guys over there have any good ideas) Well I hope this helps and maybe I'll see you there some time. Regards, Airhead_ZooM
  •  03-24-2001, 2:05 282455 in reply to 269722

    I have played and completed 'Comand & Conquer' & 'Dark Reign' and I have dabbled in many others that, quite frankly, where too dire to mention. The great failing I see in these RTS games is not their 2D graphics, for these have been the only significant improvement shown in these games over the classic Dune II. But the total failing of the designers to model a combat situation: Tactics are simplified to the point of becoming set pieces - these games become more of a straight puzzle game than a strategy war game. Much of the 'strategy' of resource management that these games are founded on is merely going through the motions, nothing on the actual kinds of resource management involved in warfare. Now it is vital to place the greatest emphasis in game design on the game being fun, but for myself and many others we desire emersive and believable environments. Without pushing a games atmosphere too far into the morbid (although I have enjoyed many blood soaked victories in 1st person shooters and the evil humour of Dungeon Keeper) it has to be believable. There also has to be an element of skill, a system of challenge and reward that keep you wanting to play. For the players of RTS games - this is mental skill, to pit your mind against the computer or, even better, a human opponent. But I increasingly find myself limited within RTS games in the way I can conduct my campaigns. Can I conduct a Coup D'etat? Geurilla Warfare? Can I use sabotage and terrorist action to demoralise and weaken the ememies infrastructure? Can propaganda be used? Can I sack his home cities to demoralise his troops in the field? I'd like to have an RTS game tackle combat properly and still have and attractive and ergonomic user interface. There have been some worthy attempts: Balance of Power, UMS II, Powermonger (but not the world war datadisk), Populous I (but not the sequels) old games from my Amiga 500 days that I loved and played endlessly. But these were only partial attempts that brought in different aspects: Populous with its fabulous user interface that gave you a realistic removal from the direct control of your troops. (look to Majesty for a recent re-application) Balance Of Power which, even if it was only represented by a menu item, featured much more advanced strategical features. Powermonger with its more emersive, more realistic terrain and environment. UMS II which I am reliably informed, was a bit too heavy for its own good. (Can anyone say Ceasar III) There are so many good examples of games with excellent ideas - but we haven't really moved on that much. We now seem to concentrate of glorious visuals and sound... which can only be there to emerse the player. But where is the gameplay, where is believability and what the f**k is the difference between this and all the other RTS games that have been manufactured like boy/girl bands. Fortunately I hear good things about a certain 'Black & White'... Happy [:)] Basically - I'd like to see a game with a half decent AI, a good design, an ergonomic interface, beautifull graphics and above all the freedom to fight the war and which way we choose. I'd also like to see someone get consistency between the timescale it takes to construct a combat unit and the time it takes to fight a battle. Thats a key part of the way wars are conducted. Plus, and this is a simple one, the units should learn how to fight while in the field - just like real soldiers. Boot Camp is great, combat is different. Much of this I expect to see (at least to some degree) in B&W. It looks rather like B&W is going to be the benchmark for many future games. If it can stand up beside Populous & Doom and say I did something that most others wish they could have done, then it has succeeded. Anyhow, I've rambled on far, far too long. If you want any further information on any of what I've just waffled give me a mail. I am a computer programmer with a degree in AI, so I can also guide people in how to achieve these things I have suggested. Damn shame I spend so much time coding for my day job, I get so little time to code for myself... actually thats a filthy lie - I spend too much time playing games. Ben Chapman (2am GMT - when all real programmers are at work)
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