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AI in JTS games
03-20-2020, 04:07 AM,
#3
RE: AI in JTS games
Gentlemen

I haven't designed AI scripts for PzC, but I have for SB and PB. They are relatively simple; unit(s) move towards location A on turn Y. If you go into the scenario editor you can see them. The scripts are based on how the designer thinks the scenario will play out. The larger and longer the scenario, the harder it is to write scripts that make any sense. There are just too many variables to consider. I don't have a good answer for you, but if you want more competitive scenarios, pick the smaller ones. They are likely to play more reasonably. And if you pick a scenario that is designed for head to head play, there is a good chance that it is not scripted at all.

Jeff
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Messages In This Thread
AI in JTS games - by Ekaton - 03-17-2020, 10:42 PM
RE: AI in JTS games - by Lowlander - 03-17-2020, 11:20 PM
RE: AI in JTS games - by Jeff Conner - 03-20-2020, 04:07 AM
RE: AI in JTS games - by Lowlander - 03-20-2020, 07:46 AM
RE: AI in JTS games - by Jeff Conner - 03-20-2020, 08:02 AM
RE: AI in JTS games - by Kampfmeister - 03-20-2020, 09:07 PM
RE: AI in JTS games - by Mr Grumpy - 03-21-2020, 06:56 AM
RE: AI in JTS games - by BigDuke66 - 03-21-2020, 11:34 AM

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