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Suggestion: Porc AI

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4 years ago
An AI that likes to porc. Maybe it expands occasionally when enemies havent been around for a while
+2 / -0

3 years ago
I have a bit of a plan I want to try thats related to that. I want to edit an AI so that it behaves sort of normally until it starts getting a solid economy, and then rather than the rapid ramp up to overwhelming unit production like an AI tends to do, I want it to start diverting tons of resources to defenses. Basically an AI that takes over the map and dares you to try to take it back.

Potentially such an AI would be a teammate to a regular AI or a human, in that case it could be a lame skirmish AI that mostly picks its nose and builds metal spots while letting its ally spend, but start building defenses at dunno 30 m/s or something, ramping upwards.
+0 / -0


3 years ago
Sounds possibly through editing the config. Look in the AI subfolders.
+0 / -0

3 years ago
Optimum porc isn't just building random defensive units.

It's an intricate self-supporting system optimized for terrain and enemy unit choices.

An AI that builds defences is easy enough but it still won't achieve the efficiency of a human player nor will it contest the right areas except by luck.

That all said, it could be an interesting concept.
+0 / -0

3 years ago
My own goal is to achieve an AI that keeps the pressure up without going over into overwhelming swarming, basically to be more amusing.

Without yet having seen what might actually fit into the AI code smoothly, I visualize a system that identifies high-value buildings (also belonging to allies) along with metal spot clusters, and those that have least defensive stuff get more of it. I think tight clusters of shields grouped with heavy guns (stinger, lucifer, desolator) in the center, and the outside ring would see popups (faraday, razor, gauss). This would ignore terrain. Seems achievable.

Anyway I hope to get around to that project eventually ... I've done a fair bit of research into what I might need to edit and how.
+0 / -0