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    Different requirements for AI players vs human players

    Scheduled Pinned Locked Moved Map Making
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    • B Offline
      BeorntheBold
      last edited by

      Is it possible to have things work differently for an AI player than a human player? For example, units having a different cost if played by AI, or a different battle strength.

      redrumR General_ZodG 2 Replies Last reply Reply Quote 0
      • redrumR Offline
        redrum Admin @BeorntheBold
        last edited by

        @beornthebold Kind of. If you look at Greyhawk Wars, it does some things around human vs AI. The best thing is probably to use the resource modifiers to provide additional resources for the AI players.

        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

        1 Reply Last reply Reply Quote 1
        • General_ZodG Offline
          General_Zod Moderators @BeorntheBold
          last edited by General_Zod

          @beornthebold

          Assuming the nation is always played by either AI or human. You can make nation specific units with unique costs and abilities.

          HeppsH 1 Reply Last reply Reply Quote 1
          • HeppsH Offline
            Hepps Moderators @General_Zod
            last edited by

            @general_zod Further to both the above suggestions you could also set up separate units lists (with different costs/abilities) for a nation that is triggered if the player is set to AI control. It would probably be a fair amount of work... but possible I am sure.

            "A joyous heart sours with the burden of expectation"
            Hepster

            General_ZodG 1 Reply Last reply Reply Quote 1
            • General_ZodG Offline
              General_Zod Moderators @Hepps
              last edited by General_Zod

              @hepps

              Do you mean separate productionFrontiers? And manipulation of productionFrontiers.

              Yes that is another way to handle it, based on if an AI or human is playing a nation. This method is more complex, but allows the mapmaker to really define the balance even further.

              HeppsH 1 Reply Last reply Reply Quote 0
              • HeppsH Offline
                Hepps Moderators @General_Zod
                last edited by

                @general_zod Yup. It would be labour intensive, but it would allow the designer to really fine tune balance.

                "A joyous heart sours with the burden of expectation"
                Hepster

                alkexrA 1 Reply Last reply Reply Quote 0
                • alkexrA Offline
                  alkexr @Hepps
                  last edited by

                  @hepps There is no way to fine tune balance vs AI. Either the AI is strong enough to march straight through you without there being anything you could do about it or the AI is going to decide to give up their capital at some point for no apparent reason or something to that effect. At least that's my experience.

                  "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                  General_ZodG 1 Reply Last reply Reply Quote 1
                  • General_ZodG Offline
                    General_Zod Moderators @alkexr
                    last edited by

                    @alkexr

                    An example of using above suggestion would be to trigger a change in AI productionFrontier based on a condition that indicates, either slow progress or exceptional progress by AI. Then the correct trigger can either strengthen or weaken the AI available units.

                    Not saying this is the way to go, just that it is possible.

                    alkexrA 1 Reply Last reply Reply Quote 0
                    • alkexrA Offline
                      alkexr @General_Zod
                      last edited by

                      @general_zod Oh, I see, balancing on the run. That's actually an awesome idea.

                      "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                      1 Reply Last reply Reply Quote 0
                      • B Offline
                        BeorntheBold
                        last edited by

                        The AI will not build units that require the presence of other units (e.g. a battleship requiring a battleship hull in addition to it's PU cost). So I would like to make that a requirement only for real players and not for AI.

                        redrumR 1 Reply Last reply Reply Quote 0
                        • redrumR Offline
                          redrum Admin @BeorntheBold
                          last edited by

                          @beornthebold You can use a system like Greyhawk wars to have a technology that indicates whether the player is AI or human then use conditions/triggers to turn it on/off: https://raw.githubusercontent.com/triplea-maps/greyhawk_wars/master/map/games/Greyhawk_Wars.xml

                          You can then change either set different production frontiers or even trigger consumeUnits on/off.

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                          1 Reply Last reply Reply Quote 1

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