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TaoJah

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Posts posted by TaoJah

  1. Originally posted by pzgndr:

    The hard part of creating a custom campaign is your game design. What major and minor countries to use, order of battle, terrain and combat target values, etc. And then there are all the event and AI scripts to develop.

    Yes, IMHO the AI scripts are the hard part. The map is the easiest part. Next comes the countries, order of battle, values,... But it will be the AI-scripts that will make or break a good map, since most people (and I don't mean here on the forum, but people in general) will play against the AI, so those scripts will be very important.
  2. Originally posted by Desert Dave:

    With SC-2 there are nearly infinite possiblities, and so, we need FIRST have a good and solid basic game before we can do these other very interesting "scripted things," yes? smile.gif

    You are totally right : first the basic game. Then the script kiddies can come in and take over if they want :)

    But to answer : IMHO the cost of taking Egypt is pretty steep when you can't easily kill the British fleet there. Even with the plunering and the Iraq mines, I wonder if it's worth the time that it takes. Because it takes ALOT of time, no ?

  3. Originally posted by Blashy:

    Oh boy, let me just say that I am glad this "cost" thing is not in SC2, it would bring micro managing into play and I hate that about all other grand strategy games.

    Yes, indeed, if you start implementing micro-managing things like this, it will be a totally different game ! Perhaps they can put it in as an option, but if it's a forced feature, I might as well play another game.
  4. Originally posted by Hubert Cater:

    Good ideas guys and while any extras are not likely to make the final cut before release, as the good news is that what we've got now is working quite nicely, I can always add stuff in as needed/applicable/desirable down the road smile.gif

    Does that mean you're not tired of the game-developing now ? I know I would after three years !

    Anyway... At one hand the quality of a game should not depend on patches, if it doesn't run well the first release there will be alot of demo-players that will never try it again and buy the game. But on the other hand I can imagine that this is something that is very, very, very hard to do. So if the 1.0 AI is decent, any extra's should not push the deliverable date IMHO.

  5. Originally posted by Hubert Cater:

    Just to clarify on the length of data transfers Bill mentioned, this is once you complete your turn and not for each individual move. Individual moves are virutally identical in terms of data transfer length as they were in SC1.

    In general the amount of final data being transferred at the end of your turn (including the extra data on first turn synchronization) has now doubled (approx. 500K for the larger campaigns) and so it is will naturally feel a bit longer to complete the transfer than in SC1 via dialup. Cable/DSL etc., will of course be very quick.

    Out of cheer programmers-curiosity : what is in that 500k ? If all individual moves are already send ?
  6. Originally posted by Kuniworth:

    Well can you then explain how you can use the editor when you dont got the game yet?

    I asked the beta-testers if they were doing it.

    Looks like some are smile.gifsmile.gifsmile.gifsmile.gif

    And more hexes north and south are another possible add-on, but I like to focus on the core front : all those extra little fronts north and south aren't my style, to be honest.

    Altough it would be nice to have Casablanca :)

  7. Is any of the beta-testers writing a map of Western europe on a bigger grid then the original ?

    A map where -for instance- every hex on the original map would be replaced by 4 or 9 hexes ? Perhaps with eliminating northern Europe and Africa for more space ?

    I would be most intrested in such a map and would be willing to spend quite some time in playtesting it against an AI.

  8. I never read the manual for any of the games, lol. Back in the old days, the only time I ever opened a manual was to fill in those silyl test-words like "the 5th word on page 17" to advance a level or so.

    It's much more fun to try stuff out on your own and see if you can beat the AI without all the nitty gritty finetuning details.

    Once you start playing against others, though, you got to know everything, ofcourse.

  9. Originally posted by Edwin P.:

    Will the AI be able to coordinate its operational, production, diplomatic and research strategies via scripting?

    Of course the AI can not do that. They never could. And it will take many years before they can.

    Compare it with chess.

    In chess, the computers has only 16 pieces at his disposal. Most of these pieces can only go to 1 or 2 fields. That makes the number of possible moves for the Computers about 50.

    And after he has choosen ONE UNIT to move, the opponent makes his move.

    But in SC it's ALOT ALOT more complicated : even at startup, the Axis has lot more possibilties then in chess : he has like 16 units that can each go to like 20 fields. And what's worse : he has to decide for EACH AND EVERYONE of these units where to place it, not just for one.

    This makes it virtual impossible for the computer to do the good old number-crunching (calculate every single possibility, calculate every single counter-move, calculate every single counter-counter move and so on)like in chess.

    So, they got to make an AI that really THINKS.

    Unfortunatly that kind of AI is years away from now, perhaps we'll see one in our lives, but I won't place my money on it.

    Don't forget ; humans are smart ! We got a brain that doesn't have to process all sorts of moves to know instinctly which are bad ones.

    So, to answer your question : no, the AI can not handle grand strategy. At least not for the next 50 years or so.

  10. Originally posted by Kuniworth:

    Can't you guys just start your own shipping company? I think you would make a fortune with your low prices for the customers...

    Don't be silly : things like this are best outsourced to a company that does the shipping and handling for alot of different companies.

    The reason are peaks : battlefront would have to hire like 20 guys to get the (say) 10.000 orders done for the first two weeks. But then the number of orders go down to (say) 50 a week and you only need one part-time to do it.

    So it's best to give it to a compnay that has like 50 different game-companies that let them do the shipping and handling.

  11. Originally posted by Ottosmops:

    IMHO it is only a question of time and how many ressources are invested until the AI can beat humans in complex games like SC.

    I agree with this. Sooner or later, someone will develop an AI that is as smart as -say- 95% of the players.

    And since he never makes mistakes and has the patience to micro-manage every single unit every single time, he'll beat 99% of the players.

    The comparason of a chess computer is a good one, because it' also shows the problems with AI. Basially chess is a pretty easy game, compared to war-games.

    - in chess you only have 16 pieces to work with in SC2 you got alot more.

    - in chess most peices can only make 2-3 possible moves, in SC2 every unit can make alot more.

    - in chess you only make one move, in SC2 you got to make alot of them.

    - chess is over in about 100 moves (50 turns per player each of one move), a SC2 scenario can take up to 2000 moves (25 turns per player with 40 units).

    - in chess nothing is random, in SC2 the result of battles are random.

    In other words : a AI for SC2 would be ALOT, ALOT, ALOT harder then one in chess.

  12. Originally posted by pzgndr:

    Simplest solution may be to have a purchase cost discount for like units already in the production queue. For example, a second tank group might cost 5-10% less if another tank group is in production, etc. This would provide an incentive for players to keep some production lines busy. If you stop and restart, then you pay full price.

    This would indeed be nice, but IMHO too many of these things can wear the game down considerably. The biggest advantage that CM has over other game is that is focusses on untis, not on all the other things around it. If you start to go down the let's-add-this-detail you'll lose your advantage over other games out there.

    Plus, it will be harder to find good opponents. Every option means others way of playing, other tweaking, other habbits and thus other specialist players. If you're gonne add ten options like these, noone will find good opponents to match their strength anymore.

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