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Progress with alien AI ?


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I wonder how alien AI is advanced? I remember that in UFO EU one alien could kill few soldiers without any problems:cool: Almost every mission at beginning was horrible hard. I'd like to see it also in Xenonauts. I want to feel thrill. Aliens should hunt us - not we them :cool: Is it possible in final game?

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We're aiming to have a basic AI model in place for Build V9. Unfortunately I'm not very good with AI so I just got a specialised AI programmer and told him to code it. I'll have to see what he comes out with, but fingers crossed it'll be something good.

I know about it at a high level, but essentially the idea is that we'll hack some kind of basic multiplayer mode into the game and play a few games between the two of us with one person controlling the aliens and one person controlling the humans, and we'll base the AI model on how the humans play the aliens.

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I know about it at a high level, but essentially the idea is that we'll hack some kind of basic multiplayer mode into the game and play a few games between the two of us with one person controlling the aliens and one person controlling the humans, and we'll base the AI model on how the humans play the aliens.

That sounds intriguing, to say the least!

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We're aiming to have a basic AI model in place for Build V9. Unfortunately I'm not very good with AI so I just got a specialised AI programmer and told him to code it. I'll have to see what he comes out with, but fingers crossed it'll be something good.

I know about it at a high level, but essentially the idea is that we'll hack some kind of basic multiplayer mode into the game and play a few games between the two of us with one person controlling the aliens and one person controlling the humans, and we'll base the AI model on how the humans play the aliens.

are creating creating some sort of action => reaction patterns?

i have a friend who was lead dev on cycling manager and he told me they used this kind of behavior table for the ai.

i was said that this is kind of cheating, but often it gives better results in a controlled environnement than a more advanced ai which can be a huge investment for initialy poor results (i can take as exemple CA who supposedly redid the ai for empire total war and ended with some half baked result which they admitted but never corrected)

i guess what count is having a good result, not having a smart ai just for the purpose of it.

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the idea is that we'll hack some kind of basic multiplayer mode into the game and play a few games between the two of us with one person controlling the aliens and one person controlling the humans, and we'll base the AI model on how the humans play the aliens.

I just put together a series of instructional images together for /tg/ a couple days ago to teach new X-Com players how to use the overhead map in order to analyze known and unknown areas of the map, visualize possible and actual firing lanes based on those knowns and unknowns, and make movements in order to obtain the largest amount of further information while exposing oneself to the least amount of risk.

I could send the set your way, if you'd like. Maybe it'll help in your AI-designing endeavors.

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  • 1 year later...

base battles, both defending human base or attacking an alien base, the aliens seem to just stay where they are and fire at the walls repeatedly even if its a wall they can't shoot through. This is on V18 Stable steam on normal skill level.

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