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Posts posted by niektb
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Hi everyone,
I just started programming AI's, but as I try to understand the working of the currently existing AI's, there are a few questions raising:
1. Which functions in the API are required for the AI to work properly? (e.g. gamestate etc.)
2. All AI's use a plan-queue-system. Are there other systems possible?
3. Why are the AI's stateless and is this required?
Glad there is a forum over here.
Regards,
Niek
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If you have any questions, PM me or try to catch me on IRC (#0ad-dev)
How do I post a PM here at this forum?
Edit: I'm going to start a thread.
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I think we could learn a great deal from Pyro Studio's (also known from Commando) in terms of tactical combat. A repack from this game + extra mods can be found here:
http://www.moddb.com...mods-complex-17
I could make one, and the little bees (black dots I assume). Empire Earth (1) had flies too, but I haven't got Empire Earth anymore for reference. But it would need animations right?
Did anyone need Empire Earth?? (I've got EE1+expansion as well as EE2)
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Hi everyone,
My name is Niek, I'm 17 years old and I'm planning to join the programmers here.
I decided to start with the AI, because there aren't many of them and because I already know JS, but I can't find any documentation about the development of AI's with 0 A.D.
Can anyone provide some help?
P.S.:
Is this the right place to ask this sort of questions?
AI development questions
in Game Development & Technical Discussion
Posted
Could someone please rewrite scaredybot for APIv3?
Using APIv3 instead of v1, I tried to make scaredybot train a villager, but it gives me a bunch of errors that sharedAI is not defined in base.js (line 51).
Am I not permitted to upload .js files???