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Thread: Battle AI Blog

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    Default Re: Battle AI Blog

    This was a nice entry - unfortunately the main programmer leaving in the midst of development happens in many games (it has happened to Crusader Kings of Paradox too) - and its a thing that very little can be done about. Its to be commended uopn that a single coder was in control of the whole, this gives more cohesion and allows greater amount of control and detail over the code due to a single person being able to achieve greater knowledge over it, rather than compartmentalise the effort in between other coders and introduce the "broken telephone" effect of inter-team communications.

    The battle AI of Empire TW is by no means finished and i still feel cheated that Napoleon won't upgrade it - but it undoubtedly has potential to be better and the problem at hand (coding battles that all units have missile weapons) isnt an easy one indeed.

    PS To all those that have argued that M2TW had a better battle AI than RTW:BI, note that it is again stated in this entry that the best AI battle code they had was in BI and not in Kingdoms; apparently only peripherals were touched in M2TW by CA oz; it seems that there was no or very little work on the AI for that game, so statements from CA in general and Mr Simpson in particular at the time, that said "we are improving things accross the board" (the TW Story) were most likely simply marketing talk. As many have said for M2TW it was little more than an extensive mod for RTW.
    Last edited by gollum; 11-10-2009 at 20:40.
    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

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