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Posted: Thu May 26, 2011 12:17 pm
by vogue
unless it learns from it's mistakes, it too will be doomed to be a voob for eternity. so no.

Posted: Thu May 26, 2011 1:15 pm
by Makida
JimmyNighthawk wrote:QUOTE (JimmyNighthawk @ May 26 2011, 03:57 AM) Based upon my style of commanding, the AI simulating commanding could not really be placed on a nowadays "internet-computer". As the universe has his wast regions of nowhere and other full of mass and density, the impact of data - only thinking of the one to be stored on - would make the small machine crash. In fact this machine would crash nearly instantly starting to compute all the bones from all our commanders skelletons put into this.

Fairly said, the amount of computing data will crash long games.

Hey! Oh yeah!

Here is the solution ... we could afford an AI in the following case: Make Allegiance round-based.
:iluv:

Turn-based Allegiance would be awesome. :lol:

Eh, just make the A.I. a mechanical turk, with Jimmy sitting inside, hidden by a system of mirrors. Much easier that way.

Posted: Thu May 26, 2011 2:23 pm
by raumvogel
As I have stated a bazillion times in the past years, imbalanced COMMANDERS is what's killing the game...not stackers. No one in their right mind is going to follow Pee Wee Herman into battle against Hitler!
It would not tax the processor usage as it's a fairly simple algorithmic formula that good commanders use in their heads all the time. ( I suck at this by the way because I have the memory of a Commodore 64) If you are X faction going against Y faction then buy tech in such and such an order.
I have brought it up to devs and they say things like ""That is too deep of a core change" or "If you want that feature YOU code it". I understand their concerns and I even started to attempt to learn code again when I had some time on my hands, but I'm poor and my old computer couldn't run the updated MS SDK's.
If you use input from a good commander (The Arachnid cough-cough), it shouldn't be too hard to work out the formula.


/Thank god this issue is being brought up again.

Posted: Thu May 26, 2011 3:27 pm
by HSharp
AI itself isn't too hard to make as long as there is an interface for the bots. A decent interface (what data the bot can see and actions it can do) then lots of people can make bots and then you have AI comm wars and the victor will be the AI comm of choice.

Posted: Thu May 26, 2011 3:28 pm
by HSharp
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Posted: Thu May 26, 2011 4:53 pm
by fuzz_windows
TurkeyXIII wrote:QUOTE (TurkeyXIII @ May 26 2011, 03:14 AM) And then never use it as soon as you realise how crap it is.

And that's why.
TheCorsair wrote:QUOTE (TheCorsair @ May 26 2011, 03:37 AM) Nice idea, but no one can make it work and hence it's just an idea.
Prove it.
vogue wrote:QUOTE (vogue @ May 26 2011, 08:17 AM) unless it learns from it's mistakes, it too will be doomed to be a voob for eternity. so no.
So now a @#(!ty attitude will not only keep real players away, but artificial ones as well?

Posted: Thu May 26, 2011 4:58 pm
by Icky
fuzz_windows wrote:QUOTE (fuzz_windows @ May 26 2011, 12:53 PM) Prove it.
You can't prove a negative, obviously.

I'm pretty sure that time will bear out his prediction though.

Posted: Thu May 26, 2011 5:40 pm
by raumvogel
My wonderful post is being blotted out with blather! :o

Implement this and I'll donate instantly. The game will have a volume of players.

Posted: Thu May 26, 2011 8:55 pm
by yiggz

Posted: Thu May 26, 2011 9:41 pm
by Imago
lol thanks turkey, not suited to my world view, but what i am acclimated with here at alleg.net :lol: