artificial_intelligence
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| artificial_intelligence [2010/12/01 18:54] – vic | artificial_intelligence [2026/06/22 12:14] (current) – external edit 127.0.0.1 | ||
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| If you play in the new random games or any other AT Gold rules scenario the AI will have a number of advantages. These have been put in to augment existing AT AI weaknesses and provide more challenging gameplay and also to let the AI not be burdened by new rules introduced in AT Gold. | If you play in the new random games or any other AT Gold rules scenario the AI will have a number of advantages. These have been put in to augment existing AT AI weaknesses and provide more challenging gameplay and also to let the AI not be burdened by new rules introduced in AT Gold. | ||
| - | * AI gets unlimited | + | * AI gets a little base resource |
| * AI gets option to produce supply in enemy towns at 200% of the normal cost [scripted in generic.at2] | * AI gets option to produce supply in enemy towns at 200% of the normal cost [scripted in generic.at2] | ||
| - | * AI gets 25% combat and movement bonus [scripted in generic.at2] | + | * AI gets 10% combat and 25% movement bonus [scripted in generic.at2] |
| * AI gets free transfers [rulevar for this enabled in generic.at2] | * AI gets free transfers [rulevar for this enabled in generic.at2] | ||
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| * AI gets free construction of units and HQs [rulevar for this enabled in generic.at2] | * AI gets free construction of units and HQs [rulevar for this enabled in generic.at2] | ||
| - | * AI will get a very limited number of free factories over time, but the number increases for AI+ and AI++ [scripted in generic.at2] | + | * AI will get a very limited number of free factories |
| - | As you can see it is possible for a modder | + | * AI gets less penalty for supply path entering land without port. [rulevar in generic.at2] |
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| + | * AI gets less penalty for supply crossing river without bridge. [rulevar in generic.at2] | ||
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| + | * AI gets 33% autorepair on its locations [rulevar in generic.at2] | ||
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| + | As you can see it is possible for a modder | ||
| ===Advantages for AI in Classic scenarios=== | ===Advantages for AI in Classic scenarios=== | ||
| + | These advantages were already in place in old AT. | ||
| - | * AI gets free transfers [rulevar for this enabled in generic.at2] | + | * AI gets free transfers [rulevar for this enabled in classic.at2] |
| + | |||
| + | * AI gets less penalty for supply path entering land without port. | ||
| ===Play by Email (PBEM)=== | ===Play by Email (PBEM)=== | ||
| - | If you don't like playing against an AI that has advantages there is always PBEM. A lot of players think this is where the engine really shines anyways, and there are quite a few scenario' | + | If you don't like playing against an AI that has some advantages there is always PBEM. A lot of players think this is where the engine really shines anyways, and there are quite a few scenario' |
| ===What the AI does not do=== | ===What the AI does not do=== | ||
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| ===AI Block=== | ===AI Block=== | ||
| In all the scenarios shipped with AT Gold I enabled the AIBlock option on a scenario if I felt the AI is not able to deal with it. I advise scenario designers to do the same so as to notify the player in advance and not dissapoint the player. | In all the scenarios shipped with AT Gold I enabled the AIBlock option on a scenario if I felt the AI is not able to deal with it. I advise scenario designers to do the same so as to notify the player in advance and not dissapoint the player. | ||
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| + | ===AI advice=== | ||
| + | The AI plays better on land heavy maps then sea heavy maps. | ||
| ===Future plans=== | ===Future plans=== | ||
| AT is an ongoing project that started with Peoples Tactics and that with a lot of user feedback, finetuning and rule changes is becoming better and better. | AT is an ongoing project that started with Peoples Tactics and that with a lot of user feedback, finetuning and rule changes is becoming better and better. | ||
| - | However while certain features raced ahear i do feel now that the AI is something which should be addressed seriously next. It is becomming the part which is starting to show its age a bit. | + | However while certain features raced ahead i do feel now that the AI is something which should be addressed seriously next. It is becomming the part which is starting to show its age a bit. |
| - | In Decisive Campaigns (other game by VR Designs) there now is a new AI active that does not cheat at all. I am pretty happy with it. I would like to give the AT games the same sort of AI in the future. But then one that also can deal with random maps, naval ops, production and OOB creation an maintenance. | + | In Decisive Campaigns (other game by VR Designs) there now is a new AI active that does not cheat at all. I am pretty happy with it. It does an amazing job without getting any advantages. I would like to give the AT games the same sort of AI in the future. But then one that also can deal with random maps, naval ops, production and OOB creation an maintenance. |
| - | This AI should also be more scriptable by scenario designers. A part of what i am planning to add is what i call an Ant-AI override, which will make it possible for scripts to take over the actions of selected individual units. | + | This AI should also be more scriptable by scenario designers. |
| - | The plan is to work on this in the next AT installment (AT2). Some gameplay and feature limitations however might be neccessary to make it possible to construct such an AI. | + | The plan is to work on this in the next AT installment (AT2? AT Platinum? Title not decided yet). Some gameplay and feature limitations however might be neccessary to make it possible to construct such an AI. This will take some time tough. 2012 maybe? |
artificial_intelligence.1291229652.txt.gz · Last modified: 2026/06/22 12:10 (external edit)
