[quote who="Ray Radlein" reply="15" id="1974064"]I was less and less impressed with that article the more of it I read. The author stopped even trying to hide the fact that his thumb was on the scales as he went along.[/quote] Well, i'm not impressed by your post either. You failed to show how issues raised in your post affect the conclusion of that article. I think they weren't mentioned in the article because author focused only on a relevant issues. [quote wh
Ellestar
[quote who="Peace Phoenix" reply="13" id="1969318"] What's the point to hide the source code from public? Well, is the problem to hide things or to try to have things efficient? Having the source code of the AI open to the public means: - some scripting language for the AI and some interpreters. Bugs can be more difficult to track on interpreted things than on compiled ones - scripted code can be less efficient than compiled code. <br /
[quote who="The Wicked Flea" reply="7" id="1968219"] Quoting Ellestar, reply 6What's the point to hide the source code from public?Their point isn't to hide the code from the public, but their competitors. Stardock AI's are some of the most advanced, human-like players that I've ever seen. Why give corporate competitors a potential leg up on it? (Not that I'd be against writing DLL style AI brains. Anything like that is a good idea, I'm just playing something of a
[quote who="Frogboy" reply="5" id="1961583"] AITactics.XML would have a bunch of data on how they will play the game. Note that this isn't a scripting language. Our AI's are written in C++ and are, sadly, closed source. But the XML file would have a lot to do with how well the AI plays the game (most of my work in GalCiv II's AI at this point is just modifying variables that could have been put into an XML file).[/quote] What's the point to hide the source code from p
[quote who="psychoak" reply="14" id="1967552"]Um... no. Niether of them are competent tacticians, Civ4 has an advantage in the system being more forgiving of mistakes, but the GC2 AI is vastly superior in management aspects. Civ4 basically masses units and throws walls of them at you. I can beat noble difficulty till hell freezes over. I have trouble with challenging in GC2 on larger maps.[/quote] I don't think that GC2 AI is "vastly superior" in management. Fi
[quote who="Spartan" reply="2" id="1939819"]Not to sound like a fanboy here, but Frogboy's AI work is the best I have ever seen in a game. He is rather skilled at it to say the least. [/quote] I think Civilization 4:Warlords AI is better than GalCiv one. In a Warlords expansion they included a BetterAI mod http://sourceforge.net/projects/civ4betterai/ in an official game so AI become much better.
[quote quoting="post"] User generated content seems to be a key element of this game, but will the AI actually be able to make real use of the new content on its own or has the AI to be modified for each new content? I would appreciate if a Dev could elaborate a bit on this matter, even at this early stage. [/quote] Well, in all new strategy games AI can handle number tweaks relatively ok. I don't know if devs will make it so it will be possible to add a complete
[quote who="Frogboy" reply="10" id="1931251"]Co-Op campaigns are one of the things we'll have. One thing to remember is that this design is being made for the long-haul. So we envision settings where a group of friends could play together against the Fallen on maps so large and so many techs and spells that it would take months of weekend get togethers to finish if they want (or they coudl play a smaller map and be done in an afternoon).[/quote] I know only 3 semi-suc