Results 1 to 30 of 34

Thread: Challenge for all modders out there

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Simulation Monkey Member The_Mark's Avatar
    Join Date
    Dec 2004
    Location
    Helsinki, Finland
    Posts
    2,613

    Default Re: Challenge for all modders out there

    Quote Originally Posted by Myrddraal
    Will the game crash if you label unit sixteen when there are only 15 units?
    I don't know. Will it?

    I guess that if you test something with unit sixteen the test will return something with a value of invalid. This could be used to quit using the label in the script.

    I don't believe it'd CTD, an error message should be the worst case scenario. The most probable case is that it will only return invalid when tested and commands given to it won't work (obviously). These are just guesses though.

    And yes, we shouldn't be thinking how to implement this in campaign (although it'd be sweet (and the ultimate goal)), but only to create the AI which then can be modified to suit campaign battles.

  2. #2
    Senior Member Senior Member Duke John's Avatar
    Join Date
    May 2003
    Location
    Netherlands
    Posts
    2,917

    Default Re: Challenge for all modders out there

    Why don't you make a program seperate from R:TW that sets up a historical battle? The player chooses a map, then factions and units. He can place the army/armies in an initial position and hit a button "Generate script". The program then fills in a template with pieces of prewritten scripts that are placed into a library.

    For example a player selects map X with AI Julii versus player Britons. The program makes the following decisions:

    Map X is flat so both flanks need to protected. Map X has space to deploy an army at place x,y.

    AI faction is Julii so the army is placed at x,y in the typical roman formation. Additional script is added to have velites skirmishing. When they are outnumbering the players missile units than prolonge the missile war. When not than script is added to dictate that the infantry moves forward as soon as they start taking some casualities. Reserves attack when enemy are behind the first line or when first line is wavering. Cavarly is given a script to defend the flanks until infantry is in combat. Then they are given back to AI control.

    It will take considerable effort from scripters to write a library of scripts, but I guess that players will appreciate the challenge.

  3. #3
    Simulation Monkey Member The_Mark's Avatar
    Join Date
    Dec 2004
    Location
    Helsinki, Finland
    Posts
    2,613

    Default Re: Challenge for all modders out there

    Not a bad idea, we'd just need someone to do the program..

    But, I guess I'll have a go at scripting then. Wish me luck.. And anyone willing to join scripting the AI is welcome. I'd be damned if I'd be the only one doing this... And the challenge stands, of course.

    We could try your idea, DJ, but it'll take some time to get enough scripts..

  4. #4
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default Re: Challenge for all modders out there

    I'll help, but I can't promise full time commitment, I've got enough on my plate and WoT is my main priority

  5. #5
    Simulation Monkey Member The_Mark's Avatar
    Join Date
    Dec 2004
    Location
    Helsinki, Finland
    Posts
    2,613

    Default Re: Challenge for all modders out there

    Thanks, I'll just try to grab the basics quickly so we can get to serious business..

  6. #6
    Senior Member Senior Member Duke John's Avatar
    Join Date
    May 2003
    Location
    Netherlands
    Posts
    2,917

    Default Re: Challenge for all modders out there

    I'm starting to get creative brainwaves

    Lets assume that we could get a battlescript generator working.

    Then we put all our talents together and develop a strategic game on our own. When a battle occurs, a historical battle script is written. Next you load up R:TW and you play the historical battle. Then we need to extract the outcome of the battle (or perhaps just write up the results) and import it back into the strategic game. Thus you have the excellent battle engine of R:TW but with a proper AI and strategic game that can be as challenging as we want.

    Or more feasable, a small program as before that lets you setup armies, but where you can also give allied AI armies commands. The strategic level is overseen by a game master to tie the battles together. For example you could replay the Wars of the Roses; you start with a historical battle and depending on the outcome you will get another one with the constraints being set by the gamemaster.

    ...

    Hey, hello, Mr. Pink Elephant!

  7. #7
    Simulation Monkey Member The_Mark's Avatar
    Join Date
    Dec 2004
    Location
    Helsinki, Finland
    Posts
    2,613

    Default Re: Challenge for all modders out there

    Yes, good ideas all, but well.. ASSUMING...

    Well, assuming that we could script the battlefield AI, then why couldn't we also script the campaign AI? (well, ignoring the load/save thingys)

    That combined with a mod like EB.. Yeesss... Excellent...

    But about the scripting.. Any scripting references anywhere? It'd make my life much easier..

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO