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Programmable AI for human players

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#1 wildptr

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Posted 10 January 2021 - 07:53 AM

Hi folks!

 

I'm a newcomer to the MO forum. I mostly enjoy playing MO singleplayer, and an idea has popped into my head to make the gaming experience even better.

 

After playing through many of the mod's campaign missions, I find myself in need of a means to offload repetitive tasks to the computer. Often, the player has to micro-manage his attack forces to efficiently destroy the enemy, while at the same time keeping an eye on his own base for threats that base defenses can't handle alone. Sometimes the player has to fight on multiple fronts, and switching views back and forth is not really enjoyable. Also, there is a limit to the number of units a human player can effectively manage at once, so it's difficult to enjoy an epic assault that is carefully coordinated.

 

So I think it's desirable to allow the player to write scripts to automate tasks such as ...

 

* Repairing damaged structures and building walls around conyards/battle labs etc

* Sending quick response teams to take care of incoming enemy forces when base defenses are not sufficient by themselves

* Try to take out Yuri's adepts when they mind-control the player's unit, rather than immediately destroy the victim of mind control

* ...

 

Esentially what I have in mind is a programmable AI for the human player.

 

This is probably a difficult task involving modifications to the game engine, but I'm willing to take on this challenge myself. I'm a programmer and have some experience with reverse engineering, but I have no idea where to start.

 

Your help is greatly appreciated!

 



#2 Handepsilon

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Posted 12 January 2021 - 03:19 AM

I.... really don't think this is a good idea. Mental Omega, or Yuri's Revenge in general is not a mobile game, or a game like Supreme Commander. Managing multiple fronts is part of the challenge in the game. Besides, it's not gonna fly well in multiplayer where sneak attacks and distractions are actually sound strategy.

 

In fact I personally found the omniscient AI enemies being annoying in this regard, even if predictable in the end


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