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Empire Deluxe Combined Edition

The latest in the classic Empire Series of games, which has spanned almost five decades. · By Killer Bee Software

Exploring the AI of Command & Conquer | AI and Games

A topic by ww2_weasel created Mar 05, 2022 Views: 191
Viewing posts 1 to 1

Pay particular close attention to 19 minute mark.

It really defines how to setup AI to have a good middle game.

I will save this video and replay 19 minute mark over and over till it sinks in for me....

There is a form an alliance with other AI if player is close.

I copied down AI's methods and strategies listed below:

Mission_Move

Mission_Retreat

Mission_Guard

Mission_Sticky

Mission_Enter

Mission_Capture

Mission_Harvest

Mission_Guard_Area

Mission_Return

Mission_Stop

Mission_Ambush

Mission_Hunt

Mission_Timed_Hunt

Mission_Unload

Mission_Sabotage

Mission_Construction

Mission_Deconstruction

Mission_Repair

Mission_Rescue

Mission_Missile

Action_None

Action_Move

Action_Nomove

Action_Enter

Action_Self

Action_Attack

Action_Harvest

Action_Select

Action_Toggle_Select

Action_Capture

Action_Repair

Action_Sell

Action_Sell_Unit

Action_No_Sell

Action_No_Repair

Action_Sell

Action_Sell_Unit

Action_No_Sell

Action_No_Repair

Action_Sabotage

Action_Ion

Action_Artillery_Strike

Action_Air_Strike

Action_Guard_Area

Action_Toggle_Primary

Action_No_Deploy

Queue_Move

State_Buildup

State_Broke

State_Threatened

State_Attacked

State_Endgame

Build_Power

Build_Defense

Build_Income

Build_Engineer

Build_Offense

Fire_Sale

Raise_Money

Raise_Power

Lower_Power

Attack

To get a better Middle game:

It is recommended to get average of other players in game: Cities, Number of units, type of units. This way the AI can try and cope with your builds.

So you could make a sliding bar or button menu to increase\decrease skill level of EDCE AI.

A General that is cautious, so he builds up first and has a rudimentary defensive guard unit watching over clump of cities while a hunt\attack group is formed later to seek out targets of opportunity. Or an overly aggressive Ai that risks it all. Or something in between.

You could assign skill level based on the name of the random general name.  Just place General names into appropriate array of Cautious, Aggressive, etc...

Units are given a fear algorythym based on damage, units in their group that have been killed and type of unit doing the killing.