This week's progress on AI.
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Stardock Forums
The AI has really gotten a lot of tuning this week. If the marketing decision comes in to hold off on release by a couple weeks we'll have another public beta and you'll get to see some of this AI stuff.
The star base handling has been rewritten to be much more intelligent. Also, the computer when it thinks is necessary will escort transports and such. I find that really cool watching it because of the seamless way you see escorts get together. It's not that common since the AI usually doesn't send in transports unless it's pretty confident of space superiority. But it's still pretty neat seeing a battle hammer, a fighter, and a transport merge together from different directions.
The different AI personalities have been implemented this week. This gives the luxury of different races trying different things.
Also threw in a useless but fun feature that, as a gamer, I wanted in but it's kind of pointless. The AI will suck up to you if you're dominating militarily.
"In honor of your greatness and PEACEFUL nature we would like to give you this gift.."
I dunno about others but dog gone it, when I'm wiping the floor with someone, I want it to grovel. Expect to see more groveling in before the final release and vice versa.
The AI is also getting better at handling relations with other players. It'll try to get like minded civilizations to work together (this includes the human player too and it'll talk to you and let you know what it thinks needs to be done). Lots of funny text there too depending on your moral alignment.
We're almost there stability wise. I don't think we have any crash bugs at this point. What's left are problems with strings goofing up (hard locks). But they're not common and shouldn't be too hard to clear up once we find the culprits.
There is still an annoying problem where the turn button will get stuck. You have to hit the ENTER Key to get th enext turn to go. This is due to the threading. I'm told it happens mor eon my machine since I have SMP but it's still an issue we need to address.
Still debating on voice overs versus captions in the cut scenes (which you guys hvaen't seen but there's several MINUTES of cut scenes in GalCiv). Captions are easier to translate. Voice overs are cooler. Not sure which way to go on that yet.
I think you'll be quite pleased with the way the AI is heading. We will be working to make it easier at lower levels. We'll be penalizing the AI's economy more on the normal level (it currently gets a 10% penalty to its economy at normal) so that it's a bit easier.
The goal isn't to have an AI that's unbeatable. The goal is to have an AI that plays intelligently.
We also hope to tweak the "good planet" seeding more. Right now it's pretty random. Would like to see this more intelligent.
The star base handling has been rewritten to be much more intelligent. Also, the computer when it thinks is necessary will escort transports and such. I find that really cool watching it because of the seamless way you see escorts get together. It's not that common since the AI usually doesn't send in transports unless it's pretty confident of space superiority. But it's still pretty neat seeing a battle hammer, a fighter, and a transport merge together from different directions.
The different AI personalities have been implemented this week. This gives the luxury of different races trying different things.
Also threw in a useless but fun feature that, as a gamer, I wanted in but it's kind of pointless. The AI will suck up to you if you're dominating militarily.
"In honor of your greatness and PEACEFUL nature we would like to give you this gift.."
I dunno about others but dog gone it, when I'm wiping the floor with someone, I want it to grovel. Expect to see more groveling in before the final release and vice versa.
The AI is also getting better at handling relations with other players. It'll try to get like minded civilizations to work together (this includes the human player too and it'll talk to you and let you know what it thinks needs to be done). Lots of funny text there too depending on your moral alignment.
We're almost there stability wise. I don't think we have any crash bugs at this point. What's left are problems with strings goofing up (hard locks). But they're not common and shouldn't be too hard to clear up once we find the culprits.
There is still an annoying problem where the turn button will get stuck. You have to hit the ENTER Key to get th enext turn to go. This is due to the threading. I'm told it happens mor eon my machine since I have SMP but it's still an issue we need to address.
Still debating on voice overs versus captions in the cut scenes (which you guys hvaen't seen but there's several MINUTES of cut scenes in GalCiv). Captions are easier to translate. Voice overs are cooler. Not sure which way to go on that yet.
I think you'll be quite pleased with the way the AI is heading. We will be working to make it easier at lower levels. We'll be penalizing the AI's economy more on the normal level (it currently gets a 10% penalty to its economy at normal) so that it's a bit easier.
The goal isn't to have an AI that's unbeatable. The goal is to have an AI that plays intelligently.
We also hope to tweak the "good planet" seeding more. Right now it's pretty random. Would like to see this more intelligent.