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People write AI's for pretty much any game where modding is possible and there's opponents. AOE2 had some nice ones for training with certain strategies agains
by rubidium 11y ago
People write AI's for pretty much any game where modding is possible and there's opponents.
AOE2 had some nice ones for training with certain strategies against.
- zamalek 11y agoSupreme Commander AI was around 1% human ability at launch. "Sorian" improved this dramatically, just like a human the rounds would rarely last more than 15 minutes (the hardest "normal" AI would happily let you amass experimentals for hours). Moddable AI is definitely one of the unsung heroes of modding.
- akerro 11y agoHow close is modding to full access to API and source code? I'm asking because don't know anything about it.
- superskierpat 11y agoFrom my experience, modding implies a lot of experimentation, you're often playing with unknown rules as there are very often big gaps in the documentation and you only have other mods (Which very often make their own errors) as examples. An api to an open source game must be much easier to understand.
- zamalek 11y agoQuake (idTech) is probably one of the earliest examples of a moddable game. All that it did was load your module (DLL/SO) via a well-defined export, passing it a structure with pointers to various important fields/functions. The SDK shipped with a few header files (or one, can't remember) which is all that you needed. No source code was required. Making a moddable game doesn't require IP disclosure. All that it takes is a bit of discipline around impersonating the 3rd-party persona (dogfooding). It's not hard building a mod framework when compared to sticking to that framework when crunch-time hits. I'm guessing that's one of the reasons that games these days typically lack modability - during crunch time you really don't want developers "wasting time" making sure that the API is clean and used diligently.
- egeozcan 11y agoI think that all good moddable games are already implemented as mods on top of a flexible core.
- egeozcan 11y agoAoEII is very limited in terms of AI scripting (or map scripting, for that matter). Yes, there have been many impressive AIs (and I spent many hours testing/improving them) but you couldn't get creative like you apparently can in 0 A.D.
- notthemessiah 11y agoHaving easily moddible AI is one of the goals of http://openage.sft.mx/ http://openage.sft.mx/
- zokier 11y agoI think Starcraft (Broodwar) is the most notable example, having garnered also academic interest.