Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Arulco Special Division
bar10.png  New feature: Arulco Special Division[message #343706] Sat, 09 January 2016 21:02 Go to previous message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
The current strategic AI is relatively fragile and obscure. Integrating new features into it can be relatively weird and lead to unexpected results later on.
For this reason, I've added a new feature: the Arulco Special Division. This is supposed to represent the agency controlling several of the queen's unconventional forces (most of whom are not yet coded, alone integrated into the code).
It is supposed to be an 'AI' that uses these features to fight the player in an effective yet believable way.

A very important part of this is that if possible, the player should have a way to counter the AI's actions in an immersive way (see following examples).

It has its own 'budget', which allows it to purchase new actions and required resources. This serves to limit the amount of the AIs actions. If the AI randomly spawns 20 elites in a random sector, this is not immersive - and the player can't do anything against that, which is frustrating.
This gives the player a way to compete with the AI - lower the AI budget, and the AI can do less harm. For example, part of the AI budget might come from mine income, which the player can take away. Or perhaps enemy income is also reliant on some facility, which the player could damage...

For now the AI receives 100K$ at the start of the game, and the mine income of any mine the player does not control.

If possible, the AI should have to buy and maintain its assets. This way the player could harm the AI by specifically targetting those assets if he chooses so.
For example, enemy helicopters have to be bought, fuelled and repaired. In order to stop enemy heli raids, the player could

  • shoot them down
  • steal enemy fuel deliveries
  • sabotage enemy helis in their airfield
There is a cyclic update of this AI. Each time the AI decides whether it wants (and can afford) new assets. These assets then have to be ordered and can only be used once arrived.
The AI also decides how to use these assets. For example, if the AI has access to helicopters, it decides whether to refuel or repair them, and whether there are any missions it can send them on.

This feature is not recommended for new players. Note that standalone, without subsequent features that ASD can control, this is meaningless. In order to get discussions to where they belong, subsequent features get their own thread.

Supported features:


For JA2_Options.ini values and and additional info, see section [Strategic Additional Enemy AI Settings].

This feature is savegame-compatible.

This was added to the trunk in r8015 & GameDir r2279.

[Updated on: Sat, 09 January 2016 21:36]




You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


 
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