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RopeDrink



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16th August, 2005 at 06:56:40 -

Excellent posts, guys, thanks a million - Keep it up - We'll generate a spiffing, perfect strategic AI system yet

Thanks a million also, Unit 3, that would definately give me some idea's, although I'd rather wait until I get some sprites going and sort them out before initialising them into any form of programming. After what happened to MehPong, I've learned to do things one at a time, rather than bunched up, but you can be sure that I'll be getting in touch once I'm happy with my collection

To clarify what type of game it is, anyone who has played the Amiga version of 'Space Hulk' or 'Alien Breed' will get the gist of it, although it'll be turn based rather that the top down scrolling shoot em up (AB) or the real time 'Square based movement' style of Space Hulk.

Basically you have to cleanse the alien forces from each containment field (level) and are capable of hiring / purchasing troops (Marines) and equip them with purchasable weaponry, armour and other tools that will aid them (Each addition to their item collection adding to their effectiveness / need for the aliens to rid of them quickly)

So I'm trying to get it so that the alien horde will move their pieces on their turn, based on how they can advance on the marines with as little damage to themselves, effectively avoiding choke points and other dangerous areas that'll get them killed easily, whilst also differenciating between their most effective units depending on strength, current location, and the pieces they wish to attack.

It must also remember that until a friendly unit is effectively spotted by an enemy unit, or vice versa, then the units will remain invisible to the alternate player.

This will also require the AI to acknowledge the idea that a 'scout' unit should be used to find out where your units are, or that the first player unit the alien has spotted could be a scout unit used by the player to lure it into a trap.

It's going to be very VERY tricky indeed to get this form of AI going, but with all your help we can surely make something well worth the effort!

Thanks again to you all, this is most appreciated.

 
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RopeDrink



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16th August, 2005 at 08:55:25 -

Also, if anyone happens to have (or fancies making) any top down styled sprites of Alien Creatures, or anything along those lines, please give me a shout.

Currently making them myself, but I'm a picture editor rather than a Sprite Maker, so my efforts may look relatively odd

 
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Peblo

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16th August, 2005 at 11:29:52 -

The average hp and mp is for the unit to compare themselfs and to find the enemy with health lower than the average. The average HP and MP is shared across all the players, but their current HP and MP are not. I don't know if that makes sence at all. Those invisible units are a good idea though.

 
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath

RopeDrink



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16th August, 2005 at 11:47:42 -

I understand what your saying, and it's a nice idea.

As for invisible units, I'd like to think it'll add an interesting twist to the game. Afterall, if you could constantly see what the computer is at, you'll find things a lot easier. At least with this idea, you'll have to use tact and caution, and it'll be frustrating to witness your players have just strolled into a CPU set trap and having your units slaughtered

Im sure it'll add longevity to the game, seeing as each time a battle is played it will always be done differently, although Im sure there'll be people out there who wouldn't be fond of it and would go play a scrolling shoot'em up instead. Still, I like to change things around

 
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RopeDrink



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16th August, 2005 at 18:16:47 -

I'm looking for sprites along these lines.

http://www.sitesled.com/members/ropedrink/RopeDrinkPlayer01.jpg
http://www.sitesled.com/members/ropedrink/RopeDrinkAlien02.jpg
http://www.sitesled.com/members/ropedrink/RopeDrinkAlien01.jpg

If I cant find some decent sprites, Im going to have to use those, made by me, which aren't that good at all. No point criticising them, I know they're terrible, and I certainly wont use them if there's better out there.

Any suggestions!?

 
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Radix

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16th August, 2005 at 23:43:17 -

Yeah, those sprites are bad. However, if you can get this engine working flawlessly, I guarantee you that you'll find an interested spriter of skill.

Peblo: I see what you're getting at, but because it's based on an average you're going to have units above the average that will have a low attractivity even when they're strategically threatening. I agree that HP should be used, but only to subtract from a predefined base strategic value for each unit type.
The reason being is that a formula won't necessarily account for how units are used, only their stats. In a melee unit, for example, their movement range is more important than in a unit with a ranged attack. Or take a weak, stationary artillery-type unit with a long range. That would be used differently from normal units, and so should have it's base strat value calculated by some other criteria.
I just think it would be far easier to balance the game without applying a universal formula to strategic ratings.

 
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RopeDrink



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17th August, 2005 at 00:35:10 -

That I agree with.

There will be melee units, ranged attack units and stationary turret type long range units, which will have to be evaluated differently by the computer.

Also, when a turn ends you cannot face a different direction to the one you have selected before giving up your units turn, which means that if an enemy that your character didn't happen to notice can perform a back-attack, it'll do so, causing tremendous, and often fatal damage, regardless of the units HP / Strength, so the computer has to realise also, that backstabbing a very powerful, full HP tough unit (reducing it to sod all HP, or killing it outright) would certainly be of greater help to it than smacking a moderate to low HP regular or weak unit in the face.

Hope that made sense to you.

 
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Peblo

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18th August, 2005 at 17:20:42 -

You could always throw in move, range, attack and defence into the formula, which solves nothing.

 
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath

RopeDrink



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18th August, 2005 at 19:10:14 -

Was that directed at me?
I don't understand.

 
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Knudde (Shab)

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Crazy?

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20th August, 2005 at 11:51:30 -

I forgot that game today, but I'll bring it with me tomorrow and send you the link.

 
Craps, I'm an old man!

RopeDrink



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20th August, 2005 at 16:52:47 -

Cheers Unit3 (Or do I call you shabadage?)
No rush at all, been on and off making the sprites and even THEY are giving me hassle.

Will be a long time before I even get to the engine side of things

Thanks mate.

 
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Knudde (Shab)

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20th August, 2005 at 16:58:39 -

I'm universally known as Shabadage or Shab, but I change it up a bit here and there when I'm bored.

 
Craps, I'm an old man!

RopeDrink



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20th August, 2005 at 17:19:50 -

Nice
Well then you big chameleon, I appreciate the help with the topic.

I wont be none the wiser until I get some sprites & objects together and get some testing done, but even then, I have no idea where to start. I'll cross that bridge when It comes.

 
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Peblo

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Game of the Week WinnerVIP MemberI'm on a Boat360 OwnerAttention GetterThe Cake is a LieCardboard BoxHero of TimePS3 OwnerIt's-a me, Mario!
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20th August, 2005 at 23:28:31 -

" Was that directed at me?
I don't understand."

No, I'm just bored. I could translate it into spanish for you if you need it to be.

 
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath

RopeDrink



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21st August, 2005 at 00:07:53 -

"No, I'm just bored. I could translate it into spanish for you if you need it to be."

That still doesn't answer my question, but nevermind.
If you're taking a dig at my post relating to what I'd like to add into the movement settings then, well, what can I say. Isn't it normal to want to be able to create / use a versatile movement / recognition system for the style of game I'm making?

Afterall, it's the way the computer plays that'll determine wether the entire efforts is worth the time or not. If I just throw a bunch of commands and random computer movement into the mix then I may as well pack up my stuff and leave now, because there'll be absolutely no point in playing if it's piss easy to smash the PC player into oblivion.

 
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