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Re: [crimson-list] Improve AI behavior : transport
Le 2014-04-16 11:06, SteveB a ÃcritÂ:
I agree with you, there is a lot of work to do on AI.
1. I do not want to break the existing game. That's why I would like a
test framework in order to check regression before great changes, and I
do not have time for that yet.
2. I do not pretend to make the AI a great conquirer : just improve some
local points on which I can work with a minimal exemple, and the two
patch I've sent do not change the AI strategy.
The points you mentions are more Â strategical Â than Â tactical Â (ie,
there is now really concertation between the units, the AI act like in a
stateless game â the AI rebuild it's own strategy for each unit) and
require more change in the game than what I'm ready for.
I'm thinking about adding virtuals maps in the game in order to help to
take a decision : dangerousity map on which each hex is mark by the
amount of dammage a unit can receive; transport map (which give
importance to bridge or small way between mountains), but I'm not ready
to start such changes alone.
But if the project gains a new dynamic, I would be happy to contribute