Map Database  •  FAQ  •  RSS  •  Login

AI players question

<<

pavlos

User avatar

Militia

Posts: 46

Joined: 18 Oct 2011, 22:00

KaM Skill Level: Average

Location: Greece

Post 19 Oct 2011, 14:02

AI players question

Hello am new in this site and a BIG BRAVO for the programmers, i like this site and also am fun for this exellent game...

Well that problem IF you can help me and sorry if i post wrong sention :(
the problem is the players AI in Multiplayer and Singleplayer dont have any move in Build or Fighting skills i try to make this works but i failed :( Can anyone help me with that please?? :|
Do not judge to be judged not| Μακεδόνες Τιτάνες
<<

GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 19 Oct 2011, 14:04

It is yet to be implented
<<

pavlos

User avatar

Militia

Posts: 46

Joined: 18 Oct 2011, 22:00

KaM Skill Level: Average

Location: Greece

Post 19 Oct 2011, 14:09

It is yet to be implented
Ok sir... and what now? is anything you can fix this problem sir?
Do not judge to be judged not| Μακεδόνες Τιτάνες
<<

Lewin

User avatar

KaM Remake Developer

Posts: 3822

Joined: 16 Sep 2007, 22:00

KaM Skill Level: Skilled

ICQ: 269127056

Website: http://lewin.hodgman.id.au

Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 19 Oct 2011, 14:28

The AI will work the same as singleplayer if they have AI script commands in the mission file. None of the multiplayer missions I included have this.
However automatic building for the AI has not been added so they need to start with a large village to make it fair.

If you open one of the singleplayer maps in the built-in map editor, then save it as a multiplayer map, it will have the AI script because whoever made the mission designed it for singleplayer with AI.
Basically we just need mission makers to create some missions with well scripted AI players, or edit some of the existing missions.
<<

Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 19 Oct 2011, 17:08

...or find someone who knows how to code self-sufficient AI :wink:
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
<<

pavlos

User avatar

Militia

Posts: 46

Joined: 18 Oct 2011, 22:00

KaM Skill Level: Average

Location: Greece

Post 19 Oct 2011, 17:21

...or find someone who knows how to code self-sufficient AI :wink:
i try to find someone.....
if i find that person i tell it to you all... :)
Sir Krom Thank you for helpping me...
is anyhow to raise your repucation?.... like +1
Do not judge to be judged not| Μακεδόνες Τιτάνες
<<

Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 20 Oct 2011, 18:20

@pavlos: Thanks in advance, let's hope your search succeeds :)
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
<<

Ben

User avatar

Former Site Admin

Posts: 3814

Joined: 08 Jan 2009, 23:00

Location: California - Pacific Time (UTC -8/-7 Summer Time)

Post 21 Oct 2011, 00:06

Basically we just need mission makers to create some missions with well scripted AI players, or edit some of the existing missions.
Your editor doesn't support a tree view for multiplayer, correct?
I used to spam this forum so much...
<<

Lewin

User avatar

KaM Remake Developer

Posts: 3822

Joined: 16 Sep 2007, 22:00

KaM Skill Level: Skilled

ICQ: 269127056

Website: http://lewin.hodgman.id.au

Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 21 Oct 2011, 03:50

It does have a treeview, but you can't add AI players to it. However the Remake will load single player missions fine in multiplayer, it ignores all of the multiplayer specific script anyway. So if you make a single player mission in my editor and put it in the Remake's multiplayer maps folder it will work fine. (it will ignore the player type) However this means you can't define where the screen is centered for all players, but that can be added to the script by hand when you've finished it. (I can do that for you if you like)
It would be awesome if you could make a multiplayer mission with AI's in a well defended position. But I'm not pressuring you, I know what it's like to have too little time.
<<

Ben

User avatar

Former Site Admin

Posts: 3814

Joined: 08 Jan 2009, 23:00

Location: California - Pacific Time (UTC -8/-7 Summer Time)

Post 21 Oct 2011, 15:32

However this means you can't define where the screen is centered for all players, but that can be added to the script by hand when you've finished it. (I can do that for you if you like)
No, I can do it. I know how the coding works and even use it a bit. I just prefer the Tree View.

Right now, I'm trudging through the middle of my next campaign, but this can wait. I'll see if I have time tonight to start working on a multiplayer mission with AI.
Please, could you give me some ideas? Like what exactly you are looking for?
Also, when should the attacks be? I haven't played online yet so I don't know when most players start pumping out militia.
I used to spam this forum so much...
<<

Lewin

User avatar

KaM Remake Developer

Posts: 3822

Joined: 16 Sep 2007, 22:00

KaM Skill Level: Skilled

ICQ: 269127056

Website: http://lewin.hodgman.id.au

Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 21 Oct 2011, 23:46

Well I think the mission should be playable in lots of different set ups such as coop against the AIs or a 2v2 where each player has an AI to help them. I'm not exactly sure how many AIs there should be etc. The AIs will need a large well defended village to compensate for the fact that they aren't all that smart. Something else to remember is that the AI will train troops faster in the Remake than in KaM if they have the resources. They will retrain recruits as fast as they can from every school and make them into soldiers as soon as they have weapons available. So you could make the AI quite challenging by giving them a lot of schools.

The time when people start making troops varies. More competitive players start at maybe 20 minutes but most players have troops by 40 minutes. It depends on what buildings you start with, I'm assuming just a storehouse. I think you could make the AI do a moderate attack at 40 minutes then much larger attacks later on. Anyone else got an opinion?
Lewin.
<<

kocsis1david

Crossbowman

Posts: 204

Joined: 12 Mar 2011, 23:00

KaM Skill Level: Skilled

Location: Hungary

Post 18 Nov 2011, 17:43

I think I could make a self-sufficient AI, but currently I have another project that I don't want to interrupt. And I know a bit of DirectX 11 to make a better graphics, but I don't know Delphi and anything about KaM Remake's code. So I won't contribute with code for a while, maybe in the future.
<<

Siegfried

User avatar

Knight

Posts: 494

Joined: 24 Jul 2009, 22:00

Post 18 Nov 2011, 19:26

That sounds promising I think.
Atm the Remake uses the OpenGL API and I have no idea if there would be big changes needed to support DirectX, too.

Btw, we need more shaders in the Remake. Serfs with motion blur would be awesome :wink:
<<

pawel95

Castle Guard Swordsman

Posts: 1912

Joined: 03 Oct 2008, 22:00

KaM Skill Level: Skilled

Location: "Pawel95" on Youtube.com

Post 18 Nov 2011, 21:37

What? KaM in DirectX 11? :?:
You aren´t a good player if you have a good PT-Army. You should be able to use it correctly!

You want cheap new Computergames? No problem, you will get them here: https://www.g2a.com/r/pawel95
<<

Siegfried

User avatar

Knight

Posts: 494

Joined: 24 Jul 2009, 22:00

Post 18 Nov 2011, 22:00

You could use everything, from DX5 to DX11 because as far as I can see, only basic drawing methods are used. KaM in DX11 sounds nice, but it would bring you exactly 0 advantage to the current system in terms of visual quality, it would look the same and run in the same speed. The game uses none of the newer features.

Only using a different rendering API doesn't change anything on the game unless, of course, you start to work with the specific features the new API provides.

However, the main advantage that I see with DirectX is that Win7 doesn't need to deactivate the Aero theme on game startup then, thus increasing startup by one second.

I think that Krom and Lewin don't want to support two graphic APIs, and since they want to have the remake running under different OS, OpenGL is a must. But I don't think there would be a problem if another coder would work on DirectX-support.

Return to “General / Questions”

Who is online

Users browsing this forum: No registered users and 7 guests