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AI players question

PostPosted: 19 Oct 2011, 14:02
by pavlos
Hello am new in this site and a BIG BRAVO for the programmers, i like this site and also am fun for this exellent game...

Well that problem IF you can help me and sorry if i post wrong sention :(
the problem is the players AI in Multiplayer and Singleplayer dont have any move in Build or Fighting skills i try to make this works but i failed :( Can anyone help me with that please?? :|

PostPosted: 19 Oct 2011, 14:04
by GreatWhiteBear
It is yet to be implented

PostPosted: 19 Oct 2011, 14:09
by pavlos
It is yet to be implented
Ok sir... and what now? is anything you can fix this problem sir?

PostPosted: 19 Oct 2011, 14:28
by Lewin
The AI will work the same as singleplayer if they have AI script commands in the mission file. None of the multiplayer missions I included have this.
However automatic building for the AI has not been added so they need to start with a large village to make it fair.

If you open one of the singleplayer maps in the built-in map editor, then save it as a multiplayer map, it will have the AI script because whoever made the mission designed it for singleplayer with AI.
Basically we just need mission makers to create some missions with well scripted AI players, or edit some of the existing missions.

PostPosted: 19 Oct 2011, 17:08
by Krom
...or find someone who knows how to code self-sufficient AI :wink:

PostPosted: 19 Oct 2011, 17:21
by pavlos
...or find someone who knows how to code self-sufficient AI :wink:
i try to find someone.....
if i find that person i tell it to you all... :)
Sir Krom Thank you for helpping me...
is anyhow to raise your repucation?.... like +1

PostPosted: 20 Oct 2011, 18:20
by Krom
@pavlos: Thanks in advance, let's hope your search succeeds :)

PostPosted: 21 Oct 2011, 00:06
by Ben
Basically we just need mission makers to create some missions with well scripted AI players, or edit some of the existing missions.
Your editor doesn't support a tree view for multiplayer, correct?

PostPosted: 21 Oct 2011, 03:50
by Lewin
It does have a treeview, but you can't add AI players to it. However the Remake will load single player missions fine in multiplayer, it ignores all of the multiplayer specific script anyway. So if you make a single player mission in my editor and put it in the Remake's multiplayer maps folder it will work fine. (it will ignore the player type) However this means you can't define where the screen is centered for all players, but that can be added to the script by hand when you've finished it. (I can do that for you if you like)
It would be awesome if you could make a multiplayer mission with AI's in a well defended position. But I'm not pressuring you, I know what it's like to have too little time.

PostPosted: 21 Oct 2011, 15:32
by Ben
However this means you can't define where the screen is centered for all players, but that can be added to the script by hand when you've finished it. (I can do that for you if you like)
No, I can do it. I know how the coding works and even use it a bit. I just prefer the Tree View.

Right now, I'm trudging through the middle of my next campaign, but this can wait. I'll see if I have time tonight to start working on a multiplayer mission with AI.
Please, could you give me some ideas? Like what exactly you are looking for?
Also, when should the attacks be? I haven't played online yet so I don't know when most players start pumping out militia.

PostPosted: 21 Oct 2011, 23:46
by Lewin
Well I think the mission should be playable in lots of different set ups such as coop against the AIs or a 2v2 where each player has an AI to help them. I'm not exactly sure how many AIs there should be etc. The AIs will need a large well defended village to compensate for the fact that they aren't all that smart. Something else to remember is that the AI will train troops faster in the Remake than in KaM if they have the resources. They will retrain recruits as fast as they can from every school and make them into soldiers as soon as they have weapons available. So you could make the AI quite challenging by giving them a lot of schools.

The time when people start making troops varies. More competitive players start at maybe 20 minutes but most players have troops by 40 minutes. It depends on what buildings you start with, I'm assuming just a storehouse. I think you could make the AI do a moderate attack at 40 minutes then much larger attacks later on. Anyone else got an opinion?
Lewin.

PostPosted: 18 Nov 2011, 17:43
by kocsis1david
I think I could make a self-sufficient AI, but currently I have another project that I don't want to interrupt. And I know a bit of DirectX 11 to make a better graphics, but I don't know Delphi and anything about KaM Remake's code. So I won't contribute with code for a while, maybe in the future.

PostPosted: 18 Nov 2011, 19:26
by Siegfried
That sounds promising I think.
Atm the Remake uses the OpenGL API and I have no idea if there would be big changes needed to support DirectX, too.

Btw, we need more shaders in the Remake. Serfs with motion blur would be awesome :wink:

PostPosted: 18 Nov 2011, 21:37
by pawel95
What? KaM in DirectX 11? :?:

PostPosted: 18 Nov 2011, 22:00
by Siegfried
You could use everything, from DX5 to DX11 because as far as I can see, only basic drawing methods are used. KaM in DX11 sounds nice, but it would bring you exactly 0 advantage to the current system in terms of visual quality, it would look the same and run in the same speed. The game uses none of the newer features.

Only using a different rendering API doesn't change anything on the game unless, of course, you start to work with the specific features the new API provides.

However, the main advantage that I see with DirectX is that Win7 doesn't need to deactivate the Aero theme on game startup then, thus increasing startup by one second.

I think that Krom and Lewin don't want to support two graphic APIs, and since they want to have the remake running under different OS, OpenGL is a must. But I don't think there would be a problem if another coder would work on DirectX-support.