Originally posted by Marko Polo
Does that mean that you and Calvitix are making your own versions of this concept and then we playtesters an verify which one is better? What's the method in this project to sort out the different opinions? Project manager? Voting?
Does that mean that you and Calvitix are making your own versions of this concept and then we playtesters an verify which one is better? What's the method in this project to sort out the different opinions? Project manager? Voting?
Other things are common requests or may be useful, like exposing the strategies the AI uses to personalities.txt or more city styles, the first thing that had to be added once CTP2 was released. or more slic functions or more flags for the database files, to expose or to add new properties to units, buildings, tileimps etc.
That are actual easy tasks because you know what is the goal in particular, and you can verify the results very easilly. But as you said AI is more a challange, and it is not quite clear at the start what to do, you don't know the code and you don't quite know what is the problem. And if you want to test you alteration you have at least to run a game in some kind of playtesting mode. I usually start a new game and switch to the Barbarians in Barbarian only from ruins mode and let the AI play and then I messure the results. But even this needs some time.
And since we aren't so many here we can select our area of interest and program. And some things are programmed before they can be discussed. And maybe this avoid danger code came from a discussion directing into a dead end. Well it might be good for non trespathing treaties, but not for avoiding danger, if there is danger on the way then of course this has to be attacked, actual this is the stuff I do in my lastest BetterAI beta code.
-Martin
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