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investigating completely passive infiltrators


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#1 phordicus

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Posted 14 November 2008 - 09:56 AM

quick and dirty:

problem: the AI "cheats" by sending troops towards infiltrated units regardless of their actions; stealthed units should only be investigated/hunted when they are causing damage to units/buildings or capturing/decapturing, otherwise it's painfully obvious metagaming but, more importantly, personally frustrating :p since i prefer to heavily scout and try to succeed with as few troops as possible.

solution: code so that the AI only becomes aware of stealthed units if they are causing damage to units or buildings, or capturing/de-capturing. an optimized solution would be to include sending a detector unit (or unit capable of causing area-affect damage thus revealing the stealthed units). perhaps checking if the infiltrators are in Cease Fire (or whatever it's called) stance could be used for the first condition.

if you can point me to the location of the relevant code i can try to do this myself if this is not seen as a problem by anyone else.

thanks!

Edited by phordicus, 14 November 2008 - 05:15 PM.


#2 RobertW7928

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Posted 18 November 2008 - 08:15 AM

I actually would love to see this "Cheating" feature limited or removed and any other lame advantage to AI has, i commend your efforts and hopefully the AI won't be like the Simulates are in Perfect Dark on the N64 that was some compromise with advantages rather then improve the intelligence, i prefer Intelligence.

#3 phordicus

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Posted 28 November 2008 - 02:50 AM

nevermind. i found it. just seems like an arbitrary "clear the area of all enemy units whether we know they're there or not" piece of scripting. inexplicable or just lazy.



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