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Robbert



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18th January, 2006 at 12:07:58 -

Well, this topic is turning into a real engine- and AI-making complaining topic

I'll post a screenshot of the game in several days... maybe weeks and ask about it again

 
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Keatontech!

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19th January, 2006 at 22:20:57 -

Well in battle engines the AI's actually have to figure out when to fight, where to go, what attack to use, and if it should flee. Camping and Swimming AI only involves moving them around and keeping some sort of log of what they've been doing (for thoughts and things), in any case it would probaly be more fun to make than battle AI. I'll at least try it if you want me to.

 
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Peblo

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19th January, 2006 at 22:25:58 -

Tigerworks makes things easy with extensions. Look into this stratagy object.

 
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
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Keatontech!

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19th January, 2006 at 23:58:04 -

Yeah, I was going to use that, but the example file that I looked at didn't seem to work. I'll look farther into it.

 
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Peblo

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20th January, 2006 at 00:02:30 -

Have it run through a loop ONCE using every move on every teammate (without it actually doing damage), to give the enemy a basic idea of what moveset is most effective.

 
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
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Candy Cane
20th January, 2006 at 01:13:14 -

I would have thought youd just have an animation of the player running at the monster and attacking if he were to use an attack that involved moving? maybe not?

 
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Peblo

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20th January, 2006 at 01:34:52 -

Dunno what you all are on about, I'm talking about the enemy AI.

Image Edited by the Author.

 
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath
   

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