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SWGB Heaven » Forums » AI and RM Scripting » Star Wars and AoK AI?
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Topic Subject:Star Wars and AoK AI?
Captain Keno
Clone Trooper
posted 09-11-17 02:26 PM EDT (US)         
What are the major differences, if there are any, between Age of Kings' Artificial Intelligence and Star Wars: Galactic Battlegrounds' Artificial Intelligence? Is there any distinct style of coding that differs from the other? Are their behaviors different? Are strategies different from the other type? What makes one better than the other? I've not been able to find an effective answer for me on these topics and I wanted to know if anybody on the forums had an answer to this question?
AuthorReplies:
Vardamir
Huskarl
posted 09-12-17 12:49 PM EDT (US)     1 / 1       
Looking at SWGB's AI files shows that they're quite heavily based on AoK:


;goal 2 NO = no problem; 2 YES = we've won at sea!

;; transport-ships
;(defrule
; (military-population > 10)
; (unit-type-count-total BOAT-TRANSPORT < 2)
; (can-train BOAT-TRANSPORT)
;=>
; (train BOAT-TRANSPORT)
;)

;********************************************
;CANNON GALLEONS
(defrule
(goal make-warboat YES)
(difficulty <= hard)
(unit-type-count BOAT-ARTILLERY-LINE < five-percent-pop)
(can-train BOAT-ARTILLERY-LINE)
(or
(goal 2 YES)
(warboat-count > ten-percent-pop)
)
=>
(train BOAT-ARTILLERY-LINE)
)

(defrule
(goal make-warboat YES)
(can-train-with-escrow BOAT-ARTILLERY-LINE)
(difficulty <= hard)
(or
(unit-type-count BOAT-ARTILLERY-LINE < five-percent-pop)
(and
(goal sea-owner YES)
(unit-type-count BOAT-ARTILLERY-LINE < ten-percent-pop)
)
)
=>
(release-escrow carbon)
(release-escrow nova)
(train BOAT-ARTILLERY-LINE)
)

;#load-if-defined VIKING-CIV
;;LONGBOATS
;(defrule
; (goal make-warboat YES)
; (goal 2 0)
; (can-train longboat-line)
; (or
; (warboat-count < fifteen-percent-pop)
; (and
; (goal sea-owner YES)
; (warboat-count < thirty-percent-pop)
; )
; )
;=>
; (train longboat-line)
; (set-goal make-fire-boat YES)
;)
;#end-if

;#load-if-defined KOREAN-CIV
;;TURTLE SHIPS
;(defrule
; (goal make-warboat YES)
; (goal 2 0)
; (can-train-with-escrow turtle-ship-line)
; (or
; (unit-type-count-total turtle-ship-line < 3)
; (and
; (goal sea-owner YES)
; (unit-type-count-total turtle-ship-line < ten-percent-pop)
; )
; )
;=>
; (release-escrow wood)
; (release-escrow gold)
; (train turtle-ship-line)
; (set-goal make-fire-boat YES)
;)
;#end-if

;;DEMOLITION SHIPS
;(defrule
; (goal make-warboat YES)
; (goal 2 0)
; (warboat-count < five-percent-pop)
; (unit-type-count-total demolition-ship-line == 0)
; (can-train demolition-ship-line)
;=>
; (train demolition-ship-line)
;)

;fire-ships
(defrule
(goal make-warboat YES)
(goal 2 0)
(can-train BOAT-CUTLASER-LINE)
(goal make-fire-boat YES)
(or
(warboat-count < fifteen-percent-pop)
(and
(goal sea-owner YES)
(warboat-count < thirty-percent-pop)
)
)
=>
(train BOAT-CUTLASER-LINE)
(set-goal make-fire-boat NO)
)

;galleys
(defrule
(goal make-warboat YES)
(goal 2 0)
(can-train BOAT-LASER-LINE)
(or
(warboat-count < fifteen-percent-pop)
(and
(goal sea-owner YES)
(warboat-count < thirty-percent-pop)
)
)
=>
(train BOAT-LASER-LINE)
(set-goal make-fire-boat YES)
)

;missile destroyers
(defrule
(goal make-warboat YES)
(can-train BOAT-MISSILE-LINE)
(difficulty <= hard)
(or
(unit-type-count BOAT-MISSILE-LINE < five-percent-pop)
(and
(goal sea-owner YES)
(unit-type-count BOAT-MISSILE-LINE < ten-percent-pop)
)
)
=>
(train BOAT-MISSILE-LINE)
)

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
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