I know, this is hard! First, TGF isn't very good at A.I. Programming, then the fact that I am an average TGF user, makes this nearly impossible to me. Someone here knows how to help me?
Well, there are ALL WEAPONS YOU CAN IMAGINE AND ALSO THAT YOU CAN'T IMAGINE!!! I mean, there will be from bare hands to mega laser rifles, passing through muskets, repeater rifles, stealth bombers, crossbowmen, etc. I just want to know how to make the enemies harvest, send units to attack, send them back to defend, and the other basic actions, because I can code units well...
It went from RTS to RPG???? What?
anyways its not that hard... the first thing you need is a little thing that is called structure... and this means that you have to actaully design the game FIRST... Can your units follow your directions? Can you make them kill each other yet? If not do this and all other aspects that do not have to protain to the computer haveing to think for its self... then you can ask how to do ai...
ok ill tell you an easy ai... later... first you have to do the first part...
Dude, I've made AI for RTS games in KNP... TGF with all it's extra features shouldn't be too much of a prob. I wrote a FAQ on it a long, long time ago... but it disappeared along with my old HDD and my old Crosswinds site.
AI is easy. Just make the comp do what you would do . However, it's not easy to tell what should be done. Let's take a look at the game first...
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Oh, and Pyro, RTS stands for Real Time Strategy. They're probably the hardest to make in klik. OK, well, some RPG and wrestling games may be hardest, but RTS rates real high on the difficulty list. Creating an RTS in TGF is highly unrecommended, but then again, a friend of mine made one in KNP about 4 years ago.
Muz mumbles something about an edit feature in DC.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
First things first : I've made the engine of my game some time ago (it's still a beta), and it has 5 buildings and 2 units (I said it was a beta), and it's still in the stone age (first of about 15 ages). I just need range detection (tool age and above) and AI.
The AI system should do what I would do? But I need to know him WHEN and HOW to do! Plus, I'm not a good tactic creator, and the max I can do is make them do a heavy assault using 5 divisions of militia (the game's military units are composed of divisions instead of separate units) each time he has 8 divisions of militia or more...
The units are : MILITIA (20 units), SETTLER (1 unit).
The buildings are : RESIDENCE (supports 3000 pop units), BARRACKS (creates units), FARM (produces food), MINING BUILDING (mines any minerals near their action area), TOWN HALL (creates settlers and holds resources).
I think this explains it all for you...
Range detection ain't hard it's (X position of base unit - X position of target unit) + (Y position of base unit - Y Position on target unit) all divided by 2.
Yeah i tried some stuff,
making a unit walking with the mouse isn't
that hard, but when there are obstacles in play,
it's a different story. Because you need a good
AI to get a unit from point a to b, without getting
stuck in an obstacle.
My suggestion, start with a turn-based strategy game.
That way, it's easy to tell where the unit can go to,
or not. Simply, you can step or not and if not, choose another way.
And income can be earned by caputering a resource and
with a resource gatherer in it and then at the
end of the turn give some income.
Pkoed : RTS = Rule The Screen shows the reality of our gaming world
Jenswa : Are you crazy? TBS is harder than RTS. Actually, RTS is the third hardest to do, TBS is the second and RPG is the first... And I don't know how to do an engine to TBS games...
You can't make the AI for the computer opponent until the whole game is finished. The best way to make an opponent AI for this kind of game is to have the AI actually select units and attack with them in the same way that you do. So the AI actually uses the same units that you do (you don't have seperate "AI unit" Active Objects). Depending on how complex your RTS is making the AI for it could be very easy or very hard.
One thing harder: true 3d in tgf?
With polygons, don't say klik-openGL plugin helps a bit.
Well yeah turn based is a little hard in tgf,
but creating a group of events for the player
and one for the ai, simply shut off ai and turn
on player and vice versa. But you need to keep track
of how many steps a character can do etc.
You want a RTS-game. For the ai of the units,
you should have some kind of guidance system?
Detectors around the unit (that's too many) or
detectors in the field which tell units, i can go there,
no i can't go left/right whatever.
Or di you mean the ai of the computer player? how it should act? On enemy attacks, building bases etc..
Just do what i do makea Changable nav point whicih is all the Ai units run around the Players base when they get there shooting this and havea arandom creation and a waypoint on the Players base thats it
The only thing better than winning gold in the paralympics is not being retarted
Cool, we have units circling around a waypoint... Considering there are only 1 melee attack unit and 1 melee builder, it would be at most fun to try
We have more AI than that! I want AI to send them to attack and make them use great tactics like (sórry about the names, I'm a bad namer) Flank Attack, Frontal Assault, Starvation Seige (stand outside the enemy base and dont let them get resources), Strike in Retreat (available when ranged units enter, shoot while running), etc.
I need to know how to make the computer almost "think by itself", making it choose its own tactics depending on the situation...
"true" 3D in TGF isn't much harder to do than it is in any other 2D programming ['game making'] tool
"Say you're hanging from a huge cliff at the top of mt. everest and a guy comes along and says he'll save you, and proceeds to throw religious pamphlets at you while simultaniously giving a sermon." - Dustin G
everything what you do as a player,
is computer controlled so the computer knows
what you are doing.
The only thing you need to program is that
what the computer knows will be passed on to
the computer player. You can expand this with
can the computer player see the units coming?
Or can't it? if it can't don't react on it,
if it can react on it.
"Say you're hanging from a huge cliff at the top of mt. everest and a guy comes along and says he'll save you, and proceeds to throw religious pamphlets at you while simultaniously giving a sermon." - Dustin G
If MMORPG's are so easy, then why are they one of the only game types that I have not seen done with MMF or TGF? Making a MMORPG is like making a single player RPG, plus having to deal with all of the other issues that multiplayer games create.
Like andy said, mmorpgs are actually quite easy!
In a way you could say they are easier then non liner rpgs! It is mostly getting the lag out of the game that makes it a pain in the.
just make waypoints on strategic places and move units towards them when the comp are attacking etc. ...and the comp should calculate the defending forces to see if its worth to kill the defending force or just try to destroy as many buildings as possible
Beware of life ...so far noone have survived it.......
You don't goto the 3ee site do you. MMORPG are easy....the reason you probably don't see that much is because you have to buy the extension MooAPI(which i'll be doing later).
Im the RTS and TBS coder. Expect some games to come out from me later after I finish my Engine tests.
PS: Dont expect the best graphics.
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
2nd July, 2003 at 22:18:57 -
O you will see. MMORPGS are easy, all you need is mooclick/moogame and two active objects. The reason they are never put into production is people want to host them themselves, which invloves a server so they can stall all the accounts. That costs cash. Other wise you could use Imis/inis on the players hard drive or no saving at all. But what's a mmorpg without saving?
You guys need to learn ok the only way to make a good RTS with TGF is by using active objects due to the limitations adv maths just wont cut it for TGF you will need other applications / subapps to tell eachother whats going on and reacto to certain messages beetween the two of them OK! so your just gonna have to cope
The only thing better than winning gold in the paralympics is not being retarted
tsk tsk......you could put a limit on how many units you can build so the limitation shouldn't be a problem. If you want a game where you can build over hundreds of units on screen....you have a problem just like .ToTaL. said. yep......sure do....problem.
Im the RTS and TBS coder. Expect some games to come out from me later after I finish my Engine tests.
PS: Dont expect the best graphics.
And I have. You may build only 75 divisions of units. I solved two problems at the same time : limitations of TGF and having too few units in the screen.
Each division has 20, 30 units, a high attack and defense power, and a HIGH, VERY HIGH cost. Well, I changed projects from a historical game passing from Prehistory to Space Exploration to a crazy RTS about cheese. The AI is now much easier to do, as there are less unit types and less tactics (actually, you will use the same tactics as the computer).