Will there be? I think a lot of people would be very interested if in fact you have implemented this.
Best regards,Steven.
You may want to read John Shafer's posts at: http://www.quartertothree.com/game-talk/showthread.php?t=63821
I am not talking about Elemental but TBS games in general. Speed is a bottle neck on the quality of the AI. While not so much in TC, it still applies or they would just use a brute force algorithm which is the most effective and one of the easiest to write.
While quality is Elemental's problem right now and the amount of time that can be spent on it is the limiting factor, I do not think the langauge* it is written in would make much difference to that if we are talking about starting from scratch.
* Exception being Domain Specific Langauges created specifically for creating AI, because if that does not make it easier then it has no reason to exist.
But it was still fun and not anywhere near as bad as WOM. And it was not the worst AI in this Genra.
There has been a big drift in the (sub-)discussion here - the post I replied to gave the impression of 'omg, they managed to write a good AI for a game with many of these features way back then in BASIC! It should be so easy now!'. Specifically:
That's simply not true. The fact that someone managed something a long time ago doesn't automatically make it any easier today, regardless of speed of execution benefits of one language over another. Or even (theoretical) reuse capabilities, since game AI is going to always (for the forseeable future, anyway) be very game-specific and engine-specific.
+ 1 for sieges!
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