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AI Behaviour
02-19-2021, 11:19 AM,
#6
RE: AI Behaviour
Depending on how much patience you have - I wonder if you set the objective to expire on turn 22 for example, does the AI still attack at the same time and therefore succeed because of the extra two turns?

I used to experiment a lot with AI in a different wargame which provided triggers. e.g. if a human controlled unit reached a particular zone it would execute a counter-attack, or withdrawal. This meant the AI could be a little bit more reactive, but only up to a point.

In games where the AI is a basic script, such as here, I once resorted to making several versions of the same scenario, and ran an external script to randomly swap in one of the versions to the game folder. That way I never quite knew exactly which AI plan I would be facing.

I'm not sure if this can be achieved in JTS with the 'strategies' AI option. Do you know? As in, giving the AI three different strategies - will it randomly choose one. Or is that only for reinforcements. So many questions! And thank you for the discussion so far, neonlicht.

Certainly human vs human is the best way to play PzC, but like you I have an interest in trying to squeeze more out of the AI.
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Messages In This Thread
AI Behaviour - by neonlicht - 02-18-2021, 08:17 PM
RE: AI Behaviour - by LordFowl - 02-18-2021, 08:32 PM
RE: AI Behaviour - by neonlicht - 02-18-2021, 08:59 PM
RE: AI Behaviour - by LordFowl - 02-19-2021, 06:44 AM
RE: AI Behaviour - by neonlicht - 02-19-2021, 07:33 AM
RE: AI Behaviour - by LordFowl - 02-19-2021, 11:19 AM
RE: AI Behaviour - by Green - 02-19-2021, 12:57 PM
RE: AI Behaviour - by neonlicht - 02-19-2021, 06:45 PM
RE: AI Behaviour - by wildb - 02-19-2021, 09:55 PM
RE: AI Behaviour - by neonlicht - 02-19-2021, 11:17 PM

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