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March 15th, 2009, 05:37 AM
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Corporal
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Join Date: Jan 2008
Location: Germany
Posts: 50
Thanks: 7
Thanked 2 Times in 2 Posts
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Idea for a moddable AI
Hi,
since some guys complain about occasional 'stupid' AI behavior I have a question to Andy&Don.
Would it be much effort to develop some kind of AI interface into the existing code? I do not mean a real API (I could imagine, that this is not possible due to the codeline ).
I am more thinking about a 'dirty' solution like dumping just the map/unit data to a text file/stream and reading back...allowing to override the AI logic.
Perhaps this idea is silly but came just to my mind^^.
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March 15th, 2009, 01:04 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,504
Thanks: 3,972
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Re: Idea for a moddable AI
ANY change of the code at this stage is ALWAYS a PITA to ensure the knockoff effects don't bugger something else up nobody even dreamed was connected
Andy has likened the code to a bowl of spaghetti. It's more like a bowl of snakes ( and not nice friendly ones )
"Coding" as in big new changes to the game is simply no longer an option. For one, we've been bit too many times with things ( we are right now trying to sort out why a change that works great in WW2 isn't working in MBT and it's the "same" code ) and second "real life" is "interfering" with our ability to enjoy the "fun" of tearing the game apart to make what would amount to minor changes in behaviour.
That's the long answer to "no" and it's the same answer to everyone else with any ideas about tearing the code apart the chances of that happening are as near to zero as you can get.
Don
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March 15th, 2009, 01:55 PM
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Corporal
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Join Date: Jan 2008
Location: Germany
Posts: 50
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Re: Idea for a moddable AI
Thanks Don, sure, I've expected this answer, was just a tryout :-).
So, that means, that there will be only small changes in the future (only bug fixing, but no major features)?
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March 15th, 2009, 03:46 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: Idea for a moddable AI
That's what we've been saying for the past couple of years but new things do get added but my point is any really big changes are a thing of the past. We have the game pretty much way beyond where we originally set out to bring it. The days of working 16 hours straight are over, If you really want to judge how far we've come load SP2 and compare
Don
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March 15th, 2009, 09:17 PM
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Corporal
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Join Date: Jun 2008
Location: canada
Posts: 138
Thanks: 6
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Re: Idea for a moddable AI
Quote:
Originally Posted by DRG
That's what we've been saying for the past couple of years but new things do get added but my point is any really big changes are a thing of the past. We have the game pretty much way beyond where we originally set out to bring it. The days of working 16 hours straight are over, If you really want to judge how far we've come load SP2 and compare
Don
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ive played spww2 version3,it has come along way from that version,thx for the hard work
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I've got you in my sights, prepare to die.
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March 16th, 2009, 03:27 AM
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First Lieutenant
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Join Date: May 2007
Location: Ottawa, Canada
Posts: 733
Thanks: 74
Thanked 16 Times in 15 Posts
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Re: Idea for a moddable AI
That actually maybe a bit of an understatement!!
Gotta love this game!!
Bob out
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March 16th, 2009, 09:50 AM
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Sergeant
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Join Date: Jun 2005
Location: Arizona West Coast
Posts: 260
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Idea for a moddable AI
My memory is not so good but
Window version? immpossible
play in a window? immpossible
greater than 640x480? immpossible
reversing tanks? immpossible
better AI? immpossible
highlight company members? immpossible
Pleasent surprises every one.
Thanks for all of it.
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March 16th, 2009, 10:53 AM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Hellas->Macedonia->Thessaloniki->City Center->noisy neighbourhood
Posts: 1,359
Thanks: 307
Thanked 128 Times in 87 Posts
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Re: Idea for a moddable AI
highlight company members? what do you mean?
__________________
That's it, keep dancing on the minefield!
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March 16th, 2009, 11:57 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: Idea for a moddable AI
Quote:
Originally Posted by Wdll
highlight company members? what do you mean?
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It's in WW2 now and you'll get it in MBT with the next patch
Don
Last edited by DRG; March 17th, 2009 at 10:48 AM..
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March 16th, 2009, 12:17 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Hellas->Macedonia->Thessaloniki->City Center->noisy neighbourhood
Posts: 1,359
Thanks: 307
Thanked 128 Times in 87 Posts
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Re: Idea for a moddable AI
Oh, me like it soooo much!
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That's it, keep dancing on the minefield!
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