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Posted: Fri May 27, 2011 4:10 am
by ryujin
if it canbeimplemented it would be awesome! can you fixmyspacebarwhileyouareatit?
Posted: Fri May 27, 2011 4:16 am
by raumvogel
Spacebar...the Achilles Heal of the keyboard!
Posted: Fri May 27, 2011 4:35 am
by TurkeyXIII
Ryujin wrote:QUOTE (Ryujin @ May 27 2011, 02:10 PM) if it canbeimplemented it would be awesome! can you fixmyspacebarwhileyouareatit?
You really should create a ticket for that sort of thing.
CODEIndex: WinTrek.cpp
===================================================================
--- WinTrek.cpp (revision 1036)
+++ WinTrek.cpp (working copy)
@@ -8994,7 +8994,9 @@
case TK_ToggleMouse:
if (trekClient.IsInGame() &&
GetViewMode() == vmOverride &&
- !trekClient.IsLockedDown()) {
+ !trekClient.IsLockedDown() &&
+ //Turkey 09/10
+ !m_pconsoleImage->GetConsoleData()->IsTakingKeystrokes()) {
m_bEnableVirtualJoystick = !m_bEnableVirtualJoystick;
if(m_bEnableVirtualJoystick) m_ptrekInput->ClearButtonStates();//#56
return true;
Posted: Fri May 27, 2011 6:29 am
by lexaal
It was not possible to create a basic miner AI which has - simplified spoken- only 3 possible actions: move to rock, move to base, mine.
Scripted buying of tech according to a standarized scheme is possible (easy). But even creating a "model" of the game dynamics which the AI could analyze to find out the best moves seems too be extremely difficult.
Posted: Fri May 27, 2011 8:32 am
by TheCorsair
My feeling is that somewhere imago is laughing really hard

Posted: Fri May 27, 2011 11:38 am
by SpaceJunk
You could give AS rank to tech completed during the game, the same way as for players. That would help the AI stay up to date after core changes.
Posted: Fri May 27, 2011 7:50 pm
by fuzz_windows
SpaceJunk wrote:QUOTE (SpaceJunk @ May 27 2011, 07:38 AM) You could give AS rank to tech completed during the game, the same way as for players. That would help the AI stay up to date after core changes.
I like that idea -- picture all the tech as a grid of numbers (maybe even 3d) and the computer chooses the shortest path from start to finish according to some preset conditions and can change when it finds out about new enemy tech.
Posted: Fri May 27, 2011 9:10 pm
by Imago
like what civ(s) the non-allied teams are and what the mean rank of the players are
rinse and repeat for allied teams
Posted: Fri May 27, 2011 9:42 pm
by ryujin
HSharp wrote:QUOTE (HSharp @ May 26 2011, 11:27 AM) 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.
Possibly some sort of AI "evolution" might help to create AI that indeed comms well.
Posted: Fri May 27, 2011 10:36 pm
by HSharp
Ryujin wrote:QUOTE (Ryujin @ May 27 2011, 09:42 PM) Possibly some sort of AI "evolution" might help to create AI that indeed comms well.
Easy enough to use opponent modelling and some randomness so AI won't be able to be exploited to lose.