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To increase the challenge, for myself anyway, I'll create my own unique challenges that I have to adhere by. For example, I'm currently running a union game where my goal is to always maintain a surplus economy and never take out a loan. it's definitely hard. I'm trying to maintain my boarded with less than 40K men across the entire front. because equipping troops just gets too expensive.
The problem is that the campaign game is decided in these land battles that the player plays out himself. The AI can survive the casualties or the loss of territory, but not the hits to national morale. I just played the CSA on very hard. Union surrendered in less than 5 months, on 2nd of november 1861, from sheer morale loss from battles.
This.
The AI simply needs to use its entire force vs. piecemeal attacks...it will throw 25% of its force at you so that you can always defeat it...
I have started doing something like this too. Role-playing limits... I will try not to outflank the enemy when they have built fortifications. I try not to out flank the enemy from behind. I try to not constantly kill all the AI artillery the AI always insisting on driving out front and alone like scouts. All this really just delays the inevitable.
AI tactical battles are beyond the developers, and most games. But maybe, as already been suggested, perks and cheats could be given to the AI? Make human units slightly less morale and quicker to break. Quicker to tire. Less accurate. Artillery less morale impacting for the AI. And so on. Small buffs here and there. Lots of them. But small ones.
I hope the Development team, will complete 1.0, successfully get singleplayer released and what not, then maybe start looking into the prospects of multiplayer. The game is setup perfetly for it, it would work well and hell if they need beta testers for it, i'm sure there are a thousand people ready to sign up and test it out with their friends.
this thread is amazing and is a full example of how the general gaming audience has been hoodwinked into accepting half baked attempts of A.I. in games. It even suggests ways to let the A.I. cheat to get better!
Good A.I. is possible. It's not even hard if the programmer is competent. But it does take time. Significant time.
since we as players don't demand it developers put little effort towards it. But don't be fooled. This game could have good A.I. that plays by the same rules you do and repeatedly beat you. It's not gonna happen in 14 days (the average I've always been allotted when I worked in this industry) but if we started demanding it before money left our wallets we'd see it.
It is no accident these games are known for bad GUI's and bad A.I. Worse the majority of the developers are either older or self taught. The older ones went to college (like myself) long before compiled languages like C# or C++ were a thing. We were taught in assembly.
The self taught generally also skips the compiled languages and gravitates to simpler scripting languages.
Even in today's world if you go for a software engineering job it's highly unlikely any of your courses deal with A.I. programming in any meaningful way. Their goal (and most of the students) is to land a job with starting wages in the 6 figures. This would be companies Like MISYS who do medical software and have entry level wages near 100k.
No one pays near that in the gaming industry. If you had an idea and a good tech demo you could maybe sell the idea to a publisher who'd fund you or start a kick starter campaign-- but you better have the skill and knowledge to pull your idea off. Your still going to have a hard sell on the A.I. that will take not days (The norm) or even weeks but rather months.
Now I've seen specialized courses offered aimed at game development. Nearly all these focus on getting you started in different genres (FPS, RPG, Strategy etc.) and GUI design but none really dive in deep in any one field or A.I. in general.
The programmer has to devote his own time to this and learn from available sources. There are many. Afyerwards then you have to find an engine that supports a full language with libraries that can do the A.I. as well as the game that you can afford.
If you do that you need do it but once as your developed A.I. can be used in all future titles you do using your design.
Or in short they dev one for this game and can easily use it in other titles using this basic design be it WWI or WWII or whatever. The point being the A.I. and team will get noticed and garner a lead over all other competition. They will be the 'go to' for strategy war games.
And although you can't name a strategy game I can name a FPS that did this. F.E.A.R.
That games as far as FPS's wasn't special. What WAS special was the A.I. Up to then FPS's generally used FSM's as an A.I. (Finite State Machine). Basically a simple sit til they see you and then change their 'state' to attack. Low overhead and can be done with a low overhead scripting language like LUA. this was necessary as consoles only had at best 256k of memory. Your not running c# on a console.
But F.E.A.R. was a computer game and the programmer (Jeff Orkin) used a full language to produce an A.I. that communicated with fellow guards, took cover, formed plans, surrounded and ambushed you and so on. He called the system GOAP (Goal-Oriented Action Planning).
The title was later ported to consoles by a hired third party minus the A.I. and did rather poorly.
However if such a system was used here the A.I. would not need to cheat to win. I could go into more if you want but it would require a short course of different types of ways A.I. can be done and why certain types are superior to others.