Shadow2336 Posted June 17, 2012 Share Posted June 17, 2012 Can you have it where the AI doesn't run in front of a tank during its turn? It seems like they have a death wish when they run between me and a hostile alien that's about to shoot the tank. It seems like they run around randomly a little much. Or do they run in a general direction (like away from the aliens)? Quote Link to comment Share on other sites More sharing options...
Gorzahg Posted June 17, 2012 Share Posted June 17, 2012 The AI is going to be improved later. You're just going to have to put up with brain dead aliens for a little while. Quote Link to comment Share on other sites More sharing options...
dorphin Posted June 17, 2012 Share Posted June 17, 2012 he is talking about the civi's i think the civi's AI is designed so that they run away from both the xenonauts and the aliens i can't tell you muich more since i dont have any demo/alpha or beta or w/e Quote Link to comment Share on other sites More sharing options...
Gorlom Posted June 17, 2012 Share Posted June 17, 2012 dorphin: No, all AI is placeholder atm. Goldhawk has had a few troubles with their AI coder. The one they had dropped off the project and the current one joined just before kickstarter so he really hasn't had any time to code anything yet. Ofc personally I kinda like the stupid civvies. It is a bit nostalgic for me/some =D Quote Link to comment Share on other sites More sharing options...
SaintD Posted June 19, 2012 Share Posted June 19, 2012 What I would really love is a mod-able AI system that would allow people to write plug ins for the AI. Ideally it would be a hook to some popular scripting language. Unlike a real-time game the performance penalty wouldn't really matter. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted June 19, 2012 Share Posted June 19, 2012 Chris said something about that a while ago. Hang on a sec, let me find it.... Found it! here's the link This is what Chris said at the time. Basically the AI is going to be fully customisable and moddable based on the existing behaviours. The behaviours and preconditions will be hardcoded in the code (and I'm not overly interested in how they work as long as they do), but you can edit how they interact with each other in the XML files as they are all data-driven. Mind you, that was with the first AI coder they had. How this has changed since Chris had to find another, I don't know. Quote Link to comment Share on other sites More sharing options...
SaintD Posted June 19, 2012 Share Posted June 19, 2012 I'm an experienced (but by no means expert) AI coder, so I would like something with some meat on it rather than just knobs to twiddle. That's just my preference. Of course I want to see this game be as mod-able as possible in every aspect. Quote Link to comment Share on other sites More sharing options...
Michman Posted June 25, 2012 Share Posted June 25, 2012 I'd be intrigued to see how the coding for the AI comes out. Preference would be to itemise it down for each type(civilian, friendly soldier, rampaging alien) Quote Link to comment Share on other sites More sharing options...
PRiME Posted June 26, 2012 Share Posted June 26, 2012 Civs are kinda funny in this game, I have seen them run into a alien vessel or directly point blank infront of a alien. What would maybe make sense is if civs had basic weapons like melee (fists) and simple pistols, THEN I would get it, but atm they run in, stand and wait to be shot to death. Additionally civs need to be more prone to panic, esp if their fist fight attempt with a alien doesn't do much the first couple strikes Quote Link to comment Share on other sites More sharing options...
yawa Posted June 27, 2012 Share Posted June 27, 2012 What I would really love is a mod-able AI system that would allow people to write plug ins for the AI. Ideally it would be a hook to some popular scripting language. Unlike a real-time game the performance penalty wouldn't really matter. I would absolutely love this too. They're already using Lua, so that's a good start. For truly moddable AI there'd need to be an API for external Lua scripts to get/set AI info/actions. If Goldhawk has recently brought on a new AI coder, this might be the perfect time to change the internals to support that! (or, it might simply be too much work at this stage, fairly close to release) I think moddable AI at this level would add a lot of longevity to the game. It already looks great and allows a high level of themeing style modding, as well as balance tweaks. But if the AI could be extended over time by fans to support different styles, different tactics for each alien race for example; that would let the real core of the game get better over time. If a friendly dev is listening - what are the odds of this happening? Quote Link to comment Share on other sites More sharing options...
TMP Posted June 29, 2012 Share Posted June 29, 2012 I'm not really convinced to make the whole AI code lua based - it could become relatively slow. I don't know if the source code will be released but I'd assume it won't. You could load the AI as dll however, and publish the interface - that would allow full control over the AI, while keeping it still quite fast. Depending on the general code structure, it also shouldn't be hard to do. Quote Link to comment Share on other sites More sharing options...
Sunshard Posted July 1, 2012 Share Posted July 1, 2012 As far as I can recall, the AI code Chris brought on board was discussing Hierarchical Finite State Machines, with plenty of options for requisite reactions to scenarios, etc. I suspect you should be able to get decent performance out of that. Unless you want to break out seriously heavy duty behaviour improvement tools (NNs, GAs), which would probably need some way of quickly repeating combat over & over. Quote Link to comment Share on other sites More sharing options...
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