Add a cheat AI?

Discussion about the game and its default mods.
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noobmapmaker
Posts: 1086
Joined: Wed Dec 10, 2014 11:59 am

Add a cheat AI?

Post by noobmapmaker »

OpenRA has several types of AI that are quite easy to beat and if I remember correctly the aim of the OpenRA team is to (someday) improve the AI's algorithms and make it stronger that way.

Howeverrrrr why not add 1 cheat IA? A challenge for the better players.

Is there in the community someone who is able to build one? And how would the AI differ from the current AI?

Lower prices? Stronger/faster/deadlier units? What is easy to mod?
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abcdefg30
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Joined: Mon Aug 18, 2014 6:00 pm

Post by abcdefg30 »

I am currently working on an AI scripted in Lua for Fort Lonestar (see OpenRA/OpenRA#10946).

That way you could script the AI to cheat. :)

noobmapmaker
Posts: 1086
Joined: Wed Dec 10, 2014 11:59 am

Post by noobmapmaker »

Sorry Im really confused as to what the github conversation means, can you exlpain it in layman's terms?
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abcdefg30
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Joined: Mon Aug 18, 2014 6:00 pm

Post by abcdefg30 »

Well there's actually not much. We're just arguing at the moment if the AI should sell its walls.

Anyway, I think you want to hear how it works (should work in the future), it's quite easy:
- You either use an existing bot or add a "dummy" one which does nothing on its own
- You query the bot via lua
- You just script behaviour like we do in the missions (this can include spawning 100 mammoth tanks somewhere in the map for example :P)

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