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View Full Version : Artificial Intelligence, is it going to have any?


T.I.E
08-18-2001, 03:36 PM
Alright I figured I better start a non-poll topic. Does anyone know if the AI is going to be improved from the AOK series? I really hope so because with fighters and jedis running around now the rush tactics I think are almost over. The AI in AOK was alright but after a few games with it you could tell when and where they were coming from..."oh the red guy is to my north...here comes his men from the....north....gosh he is a tricky one."

And I hope they use and build special units and jedi and use them to their fullest potential. If I lose I want to LOSE not just get beat because I ran out of energy or resources. Thier bases had better be built with the intent to protect it rather than sending engraved invitations to a base bash party.
Are they going to smarten up the troops unlike in AOK? I swear that game was not up to snuff AI wise....if you were getting peleted by arrows or huge flaming balls of hell would you not either attack or run? I dont care about RANGE OF SIGHT if they are getting hammered make them do something automatically.
Lets just pray they make the troops alittle less dense, I mean even in the movies the stormtroopers fought back.......and ran away when Han ran down the hall.

I hope they have some people making the AI code who enjoy Star Wars and games in general and want people to enjoy their purchase.

AoErat
08-18-2001, 04:14 PM
Likely it will use the same AI scripting system as AoK, with some additions for flying units, and possibly some extra commands and functions.

Having troops not respond to attacks upon them en-route was a design decision in AoK. It was decided that it was more agravating to have your troops go after attacking enemy units instead of going were you had commanded them to.

TheJackal_jk2
08-18-2001, 04:23 PM
My simple strategy in any AoE games so I can win against AI:

-build defenses untill the PC send nothing but small waves of units. Then once your defenses can kill them off with such ease (as in you can leave the PC running for 40minutes and be fine when you come back)... build an army.

So in other words, the AI wasn't that great in AoK.
It would allways attack at my strongest point of defense of my city. Never at the part of the island where I "accidently" left it open for anybody to walk it.

Mitth'raw'nuruodo
08-18-2001, 04:48 PM
I agree, the AI was not that great. I doubt that the Lucas Arts team will leave the AI that bad. :D

Master Yoda
08-18-2001, 05:17 PM
If they leave as bad as the AI in AOK was im going to be WAY TICKED OFF!!!!:mad:

Darth_Rommel
08-18-2001, 11:59 PM
Ah... well, count your blessings friends... I hear the Focom one was worse :eek:

xwing guy
08-19-2001, 12:09 AM
hey the one in Focom wasn't very easy, but sometimes it did act pretty stuipid.

Tie Guy
08-19-2001, 12:11 AM
no, the FoCom levels were pretty hard, especially with the command point system. Grrr.... :mad:

Anyways, i'm betting that since they had to modify the AI for the air units and such they went ahead and made improvemnts on everything.

Lord JayVizIon
08-19-2001, 01:16 AM
the AI could definitely be improved in AoK. however, i haven't played an RTS where the AI was perfect all around, but lucasarts should make steps in the right direction with this game.

darthfergie
08-19-2001, 01:19 AM
Originally posted by Lord JayVizIon
the AI could definitely be improved in AoK. however, i haven't played an RTS where the AI was perfect all around, but lucasarts should make steps in the right direction with this game.

If they were perfect all round then it would be impossible to beat them. I've played this game before. It was called MechCommander:D

Lord JayVizIon
08-19-2001, 01:22 AM
well, mechcommander is a difficult game, but there's some weird instances with it. the thing that keeps me playing that game are the graphics, but i don't consider it a real RTS.

T.I.E
08-19-2001, 02:29 PM
I think they ought to have selectable AIs or random ones like in Kohan: Immortal Sovereigns. Man thats cool when they take on a "personnality" quirk that you can exploit and be exploited by. It added allttle more of a unpredictable game. I usually dont like a plain scripted AI as every side no matter what uses the same script. They should at least make one AI script for each side using the basis of books and movies. Obviously the Gungans and Naboo would not base rush with tons of Infantry as they would die quickly. And the Imperials would use their armor and infantry in a combined strike with forward air cover.

I hope they at least have a huge script where you wont remember the last time they used a certain tactic..thse are the best AIs.

Kvan
08-19-2001, 02:32 PM
Originally posted by T.I.E
I think they ought to have selectable AIs or random ones like in Kohan: Immortal Sovereigns. Man thats cool when they take on a "personnality" quirk that you can exploit and be exploited by. It added allttle more of a unpredictable game. I usually dont like a plain scripted AI as every side no matter what uses the same script. They should at least make one AI script for each side using the basis of books and movies. Obviously the Gungans and Naboo would not base rush with tons of Infantry as they would die quickly. And the Imperials would use their armor and infantry in a combined strike with forward air cover.

I hope they at least have a huge script where you wont remember the last time they used a certain tactic..thse are the best AIs.
Yeah I hope it has that kind of AI. I hated games that charge the same place over and over again, even though it's heavly defended. :rolleyes:

T.I.E
08-19-2001, 02:38 PM
What are you talking about Kvan? Charge the same spot over and over? I said GOOD AI not BAD AI. My dream AI would attack from random locations and probe for weakness and exploit you when you attack someone else not just sit there and wait for your "super army" as everyone can build in AOK.

Tie Guy
08-19-2001, 02:48 PM
Anyone ever played Risk II for the PC. Not the greatest game, but the AI was good. You could choose your opponent, and each one had a different personality. Some were brash and reckless, and were always on the offensive. Some were old vets, that took there time and used alot of strategy and defense. That would be a very good thing to have in GB i think.

DarthTenor
08-19-2001, 03:29 PM
Well first of all the AOk AI isn't as bad as some other AI's out there. My biggest request for any AI is actual strategy. For instance I was trying to make an AI script for AOK (You could do that you know) I was hopingon that when The AI spots a lumbercamp or a mining camp they can attack that and slow down the economy. The AI in AOK heads straight for the TC and gets pummeled. SO if there is any static defensse around (Turrets, Force field generators) they can find a way to destroy these as primary targets. If there are units defending have the ranged untis destry the buidings while other units attack the moving targets. This was a big dissapointment in AOK as well as other Rts games out there.


One thing I liked about the SC AI was that it actually attacked your expansion when you attempted to do so. Although it already know where you are it still was a decent challenge.

just my thoughts and wishes.

T.I.E
08-19-2001, 06:50 PM
AOK is a great game by all means but they incorporate the same attack defense strategy for every nation run by the AI. Force Commander was probably the most horrid AI I have ever seen.

The campaign was fun let me say that much for it, but the skirmish was a huge waste of time. Starting out all you could expect was a constant stream of infantry fodder until you buit up your base and attacked. The computer never got too much farther than that unless I put all vs. me. The thing that I loved about FOCOM was the aircraft. They did not hover or float without commands but circled until ordered again. And they had all the sounds and even landed at hangers and such. The aircraft AI was much better than the ground pounders by far even though they had simple commands.....they attacked if attacked.

Focom also had names for the other computer players and Admiral Ackbar had the same moron script as Mon Mothma.......why bother putting names at all?

Darth_Rommel
08-19-2001, 06:53 PM
What about RA2? I don't own the game, but I hear it has good ai... ;)

T.I.E
08-19-2001, 06:57 PM
I own RA2 and if you turn off super weapons and build lots of defense structures then your safe from everything.

Master Yoda
08-19-2001, 07:02 PM
That would be really neat if they had like a couple dozen different scripts, and the comp randomly picked one each time you played. They would need to make sure that the comp doesnt just attack with small groups of troops on a hevally(spelled wrong oh well) area. that would make things really cool. AOKs AI sucked for teh most part.

Darth_Rommel
08-19-2001, 07:05 PM
In AOK, do the different colours effect the AI personality? :confused:

Rdog22
08-19-2001, 07:10 PM
I think it would be neat if the AI was able to use real strategy (not simply storm the base with whatever you got, FOCOM). It would be neat if they could make feints, traps, and other little stategy goodies.

darthfergie
08-19-2001, 07:13 PM
Originally posted by Rdog22
I think it would be neat if the AI was able to use real strategy (not simply storm the base with whatever you got, FOCOM). It would be neat if they could make feints, traps, and other little stategy goodies.

I hope they only have that on hard. I don't need to be transported to the world of death by computer my first time out.

Master Yoda
08-19-2001, 07:14 PM
I agree Rdog that would be awesome and that alone would probably make the game a best seller.

Darth_Rommel
08-21-2001, 01:26 PM
we have made definite improvements to the AI, as well as supporting our new units and strategies, particularly Air, Power and Shield Generators-Garry Gaber

Yippeee! This is good news!

Master Yoda
08-22-2001, 07:49 PM
we have made definite improvements to the AI, as well as supporting our new units and strategies, particularly Air, Power and Shield Generators-Garry Gaber

YES YES YES YES!!!!:D :D :D :D :joy: :laughing:

Thanks for the info rommel.