That.... sounds bloody awesome.Congrats on making the game! Also, for games of that magnitude I would really recommend Monte-Carlo Tree Search.Originally Posted by ZeraanWhat is your opinion on Xenonauts? Does it capture that atmosphere from X-Com?
As for MoO, you should check this out (shameless plug): Beyond Beyaan
I'm looking forward to your journals, I hope it will help me implement a better AI, since there's not too many resources on a turn-based AI!
It's well suited for AI's of this task, as it's prime focus is large domains where the eventual outcome of a strategy is much more important than the intermediate steps.
(I.e.: nothing might really happen for 300 turns, but the end-game difference is huge)
If you need any help or tips on it; just PM me.
As for the atmosphere: Else I wouldn't have joined the team :-)
Will the A.I. adapt to a tactical situation like you described? It should.Originally Posted by NameWill the ai be able to learn...... Ei
Would it learn based on your performance; i.e. would it make a different choice when presented with the exact same situation twice?
For the 9th of October? No, sorry.
However; I'm with the project at least up until January, almost fulltime.
And it IS something I (very) briefly discussed with Chris, and it is something I have constructed before. (For Battlecode )
If everything goes as planned, it shouldn't be to difficult to make the AI behave differently on different difficulty levels (3x diff combo-breaker!).Originally Posted by GorlomWill there be any difference in the AI on the different difficulty levels or will that be up to the stats of aliens, armours and weapons?