and thats exactly the reason why i have given up on scripting my own AI.
all i tried was to make a AI use humvee rush tactic. i got it to work but it was such a "slapped together" thing that i gave up really fast.
the chinook thing annoyed my also because the AI always built 2 additional chinooks AUTOMATICALLY yet 1 additional chinook is really all you need.
also i couldnt tell him to sell his command center for a very "pro-like" rush properly..
Originally Posted by: i^love^mixery
Whilst generals was a quirky game (I like some of the ideas implemented), it seemed glichy overall and the AI left something to be desired - I know on the underlying level the AI are cheating too, but a single hard AI should be really difficult. Tiberium wars brutal AI was extreme (the fact it didn't harvest any tiberium and cheated disappointed me), but I don't think AI need to cheat in order to be better. Cheating says to me 'I'm too lazy to program a decent AI'.
For example, I think the AI could easily be made to micro a lot better than a human being, and made to specialise in specific roles - for example, a rush AI versus a much slower economic roll-over AI, a large oversized army or super-weapon spam (both would make a player poop their pants, because, what AI do they prepare for?).
For example, the stealth general, with a micro-ing AI, had lots of potential to cause havoc by literally and rapidly filling the entire map with invisible traps.
The demo general could easily cause havoc if his bomb trucks didn't queue in a straight line to the destination building (and get stuck behind one another), but instead spread out as a horde or disguised themselves (they should have really invented 'branching' where vehicles can split off onto an arbitary secondary path from the main one based on a pseudo random number).
Or a general who tries to build everywhere. Or a general who works on building such a large and overwhelming rush horde (who can be disabled in-case of low end machines). Or one who builds super-weapons. The exception being the super-weapon general. Who would built 3-5 super weapons. But there'd be no difference in tactics.
Instead all the AI did was built vaguely similar bases with vaguely similar goals (build one super-weapon, send continuous stream of cannon fodder).
I built a buggy pac-man game in micro java in 2 days - the ghost AI had only simple rules (you can never go back the way you came unless it's a 'dead end' or blocked, you cannot head in the same direction as another ghost/cannot share the same space as one, and you must head towards pac-man) but the ghosts were so effective it actually looked like they were teamworking and the game was nearly impossible to complete (I had to slow down the ghosts and even then - they'd block all the exits and head towards me!).
Edited by user
13 years ago |
Reason: Not specified