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Re: Neutral building, enemy, ideas.

Posted: Sat Sep 15, 2018 9:06 pm
by Stratego (dev)
what about scenario-random maps? you can do this on that

Re: Neutral building, enemy, ideas.

Posted: Sat Sep 15, 2018 9:29 pm
by Savra
Sorry, wrong thing, we just want a hostile neutral ai that does some of the same things a normal ai does but a little different. It will be able to build units that normal ai can't, but will not be able to build buildings. It's whole purpose is to harass the players while they are trying to set up their base and gives a purpose to the walls.

It's basically a harasser ai. It's neutral so you have the choice to place them only through map editor. Look at the Gnoll topic first page for general idea, at least, the general idea I got.

Re: Neutral building, enemy, ideas.

Posted: Sat Sep 15, 2018 9:31 pm
by Savra
Stratego (dev) wrote: Sat Sep 15, 2018 9:06 pm what about scenario-random maps? you can do this on that
What's that? Would it add an extra ai option?

Re: Neutral building, enemy, ideas.

Posted: Sat Sep 15, 2018 9:50 pm
by General Brave
Scenarios random Maps? Ain't those like King versus King or Imperfect Valley Siege?

It isn't exactly what we are going for unless you can make it where it could be like a random map where Town centers are placed randomly.

Re: Neutral building, enemy, ideas.

Posted: Sat Sep 15, 2018 10:17 pm
by Stratego (dev)
yes, that is that.
use that.

Re: Neutral building, enemy, ideas.

Posted: Sat Sep 15, 2018 11:00 pm
by Savra
Wait those kind of maps? What happens if you plan to make a 6 player map but with one hostile ai? Plus the hostile neutral ai is supposed to get units that normal ai can't get e.g. Gnolls, and bandits. For harassing purposes.

Re: Neutral building, enemy, ideas.

Posted: Sat Sep 15, 2018 11:13 pm
by General Brave
I think we can fix this.
["IS_GAIA_BUILDING"], ["CAN_CAPTURE"]
Something that would allow neutral buildings to produce units which will be hostile. And allow these units to capture centers.

Re: Neutral building, enemy, ideas.

Posted: Sun Sep 16, 2018 3:07 am
by Savra
So does this mean the hostile neutral is back in neutral system with more modifications?

Btw another reason I want them to work like this:

Since we have met are limit on races I guess, this would be second best option when we run out of ideas for subraces. The units that couldn't fit into any of the factions due to too much cross overs with other units e.g. Gnolls, could be made into a non playable faction that can harass the players. Bandits fill in the role were units who already have a counterpart who fills the same role, can be added to bandits were their isn't someone filling that role.

Re: Neutral building, enemy, ideas.

Posted: Sun Sep 16, 2018 5:01 am
by makazuwr32
Let me explain this, @Stratego (dev):
We want to get into game 2 more ai's:
neutral hostile (it will act as hostile to all players but with some exeptions:
1. It acts neutral to all neutral ai's.
2. It defends territory, it doesn't try to attack players (only counter attack).
3. It will be able to build only specific set of units.
4. You don't need to kill it for winning the game.

Basically it is John ai with some changes.

And neutral friendly:
1. It acts as ally for all players.
2. It acts as current john but it will try to apply positive buffs of casters it owns on nearby units any player has.
3. Doesn't need to be killed for winning.

Re: Neutral building, enemy, ideas.

Posted: Sun Sep 16, 2018 5:04 am
by Stratego (dev)
Savra wrote: Sat Sep 15, 2018 11:00 pm Wait those kind of maps? What happens if you plan to make a 6 player map but with one hostile ai?
this is again the 7th player question again - nothing else should solve it

Plus the hostile neutral ai is supposed to get units that normal ai can't get e.g. Gnolls, and bandits. For harassing purposes.
this is a new "race" you suggest - that has "other" unit types to produce also - however not sure what units u imagined originally (maybe human?).
please dont call this idea a hostile neutral either - this is simply a new race.

Re: Neutral building, enemy, ideas.

Posted: Sun Sep 16, 2018 5:24 am
by Stratego (dev)
We want to get into game 2 more ai's:

neutral hostile (it will act as hostile to all players but with some exeptions:
1. It acts neutral to all neutral ai's. (meaning they are allies?)
2. It defends territory, it doesn't try to attack players (only counter attack). if u ment it attacks if enemy is visible only - than yes only this can be a reason for a "AI Easy defensive" for instance
3. It will be able to build only specific set of units. this is a new race
4. You don't need to kill it for winning the game. this is new setting, on any player(?) meaning not needing for victory

Basically it is John ai with some changes.

And neutral friendly:
1. It acts as ally for all players. this is rather a new team setting able to set to be frienly to any player in any team
2. It acts as current john but it will try to apply positive buffs of casters it owns on nearby units any player has. same as previous line
3. Doesn't need to be killed for winning. new setting idea

so i try to say that this is not ONE thing you suggest, but 4-5 new setup settings change, only one aspect can need a new ai is the aggressivity aggressive/defensive or something.

Re: Neutral building, enemy, ideas.

Posted: Sun Sep 16, 2018 5:29 am
by General Brave
Well hopefully it can be done since many of us are really wanting this.
I'm guessing easy means it would just be aggressive to anyone who is near and hard it would go out and attack.

Re: Neutral building, enemy, ideas.

Posted: Sun Sep 16, 2018 5:34 am
by Stratego (dev)
General Brave wrote: Sun Sep 16, 2018 5:29 am Well hopefully it can be done since many of us are really wanting this.
I'm guessing easy means it would just be aggressive to anyone who is near and hard it would go out and attack.
implement: bad news these all (as i said many new setting - core settings) would require days to implement, and apart from this i feel much more importanceon finishing AOW, after that i will order my implementations on priority (taking into account the "needs" section) - so please find the proper place for these separate ideas in needs section and give me 20-30 votes ( :) ) to emphasie so it will be the first to implement after AOW is released.

easy AI: no, it means it is "weaker" than a "hard" version

Re: Neutral building, enemy, ideas.

Posted: Sun Sep 16, 2018 5:39 am
by General Brave
I don't think we have 30 people here.

Re: Neutral building, enemy, ideas.

Posted: Sun Sep 16, 2018 5:41 am
by General Brave
I'm guessing I know what's my other priorities are.

Re: Neutral building, enemy, ideas.

Posted: Sun Sep 16, 2018 7:05 am
by Stratego (dev)
General Brave wrote: Sun Sep 16, 2018 5:39 am I don't think we have 30 people here.
sure, i was just kidding about the number, it should be there and be in relative high vote count (among aothers).

Re: Neutral building, enemy, ideas.

Posted: Sun Sep 16, 2018 7:09 am
by Savra
You talking about the general votes or something topic?

Re: Neutral building, enemy, ideas.

Posted: Sun Sep 16, 2018 7:17 am
by Lynx Shafir
Emily(friendly to all - no team - player 1 and 2 are enemies, but Emily helps them booth, and can't be attacked ) ,

Michael(aggressive to all - no team, specific unit production/random - eg bandits-can be killed )
and John. (normal - can have team - only produces what race player can)

How many votes for new AI?

Then would u support instead a new 7th race.
@Stratego (dev)?

And is any progress with 3D bridges
@General Brave?