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Post by Cory Trese on Aug 23, 2014 18:34:35 GMT -5
Back Star Traders 2 =)
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Post by Jacob on Aug 24, 2014 14:40:45 GMT -5
He means have the giant rat act as a commander unit. And as soon as the GR is down, the units it commanded would go berserk due to failing to coordinate... Can we also have this in CK, Cory Trese? Sent from my rooted Falcon Edit: You don't have to be smart to understand his post. Really. ... That worries me. Perhaps Cory's getting old?
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Post by Cory Trese on Aug 24, 2014 15:12:24 GMT -5
If we get ST2 funded, it includes money to build a squad-based AI.
We'd port that AI feature to HoS and CK2.
It all depends on our ability to keep making and updating these games.
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Post by Brutus Aurelius on Aug 24, 2014 15:59:06 GMT -5
So, Cory Trese , does that mean in ST 2 Boarding Combat would play out like TA? Because that would be epic!
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Post by Cory Trese on Aug 24, 2014 16:12:43 GMT -5
So, Cory Trese , does that mean in ST 2 Boarding Combat would play out like TA? Because that would be epic! Yes, that is what it means. Obviously, TA is years old and I consider the code to be embarrassing. ST2 boarding combat will be like HoS on steroids with grenades and lasguns.
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Post by algesan on Aug 24, 2014 16:24:52 GMT -5
Actually you have to go back a ways to an old post of mine from before E2 was out. startradersrpg.proboards.com/thread/6695/why-deathkinIMO, the ROUS are still the toughest critters in the game relative to the party, I sub them in for the true combat trainers. The higher levels of AI, using the checkerboard algorithm ("Spread out...one grenade") for movement plus the ability to move after attacking means that even if they charge into something your AoE can hit...they move back out in a checkerboard fashion. AFAIK, none of these NPCs are considered to have human level intelligence on the average, so the evidently "instinctive" universal behaviour of spreading out to avoid cross-shaped AoEs is a bit puzzling. I think the point was made in the Ethereal thread where any points spent past the first, until you got the 3x3 AoE, was a bit on the wasted side, but once you got the 3x3 going on at level 10, it really kicked arse. I can see that, but at level 9, given the current AI pattern, you'd be casting a whole lot of 74 Spirit Ethereals to hit NPCs one by one mostly. OTOH, there is a strength to the wedged shaped AoEs like Vincent & Selen use, since if you can get the right angle, the checkerboard doesn't help defend since it strikes diagonally.
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mataeus
Templar
[ Elite & Star Traders 2 Supporter ]
From summer sands, to armageddons reach.
Posts: 820
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Post by mataeus on Aug 24, 2014 16:47:40 GMT -5
So, Cory Trese , does that mean in ST 2 Boarding Combat would play out like TA? Because that would be epic! Yes, that is what it means. Obviously, TA is years old and I consider the code to be embarrassing. ST2 boarding combat will be like HoS on steroids with grenades and lasguns. Don't be embarrassed by your early code! What's important is that TA is a great game - I love everything about it; the pace, the gameplay, even the fact you have to think about when / where you turn. It's awesome. In other news, what you've described here sounds amazing. And I'm especially excited about you being able to port the AI to previous titles!
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Post by Cory Trese on Aug 24, 2014 17:04:11 GMT -5
Actually you have to go back a ways to an old post of mine from before E2 was out. startradersrpg.proboards.com/thread/6695/why-deathkinIMO, the ROUS are still the toughest critters in the game relative to the party, I sub them in for the true combat trainers. The higher levels of AI, using the checkerboard algorithm ("Spread out...one grenade") for movement plus the ability to move after attacking means that even if they charge into something your AoE can hit...they move back out in a checkerboard fashion. AFAIK, none of these NPCs are considered to have human level intelligence on the average, so the evidently "instinctive" universal behaviour of spreading out to avoid cross-shaped AoEs is a bit puzzling. I think the point was made in the Ethereal thread where any points spent past the first, until you got the 3x3 AoE, was a bit on the wasted side, but once you got the 3x3 going on at level 10, it really kicked arse. I can see that, but at level 9, given the current AI pattern, you'd be casting a whole lot of 74 Spirit Ethereals to hit NPCs one by one mostly. OTOH, there is a strength to the wedged shaped AoEs like Vincent & Selen use, since if you can get the right angle, the checkerboard doesn't help defend since it strikes diagonally. AI is always an interesting study in emergent behavior and if you start inferring intelligence that isn't there it can be VERY puzzling. I ran into this a lot during the days when I was working on industrial AI and expert systems -- if you believe the code is making choices, you'll often see patterns that support it. In Heroes of Steel RPG, there is no coordinated universal behavior, in fact, no coordinated behavior at all between the AI. Each AI is running a unique planning instance. They use similar pathing code to the player, and share a large amount of state via the map configuration -- for example, all of the AI planning code recieves the information about where what spaces are available on the map when their turn to plan comes up. Likewise, they receive information about nearby characters from the same service which takes into account the requesting AI's location. None of those information services take into account the other monster's plans, so you simply see a number of non-integrated plans running. That's why we are not currently able to add squad-based intelligence, the basic AI approach needs to be updated to support it. For Heroes, I've watched a fair number of different people play the game and have seen very divergent AI behavior sets just based on different player's approach to character placement and 'battle line' formation. If you are having trouble maximizing your AoE impacts, look at your character organization and how you're lining up for battle first and foremost. That has a much bigger impact than the emergent (or imagined) behaviors relative to monster placement and spacing. That is to say, the monster code has absolutely no preference for one arrangement or another, checkerboard or otherwise beyond what is considered most optimal for getting a maximum number of attacks with a minimum number of MP/AP spent.
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Post by Cory Trese on Aug 24, 2014 17:09:21 GMT -5
Yes, that is what it means. Obviously, TA is years old and I consider the code to be embarrassing. ST2 boarding combat will be like HoS on steroids with grenades and lasguns. Don't be embarrassed by your early code! What's important is that TA is a great game - I love everything about it; the pace, the gameplay, even the fact you have to think about when / where you turn. It's awesome. In other news, what you've described here sounds amazing. And I'm especially excited about you being able to port the AI to previous titles! TA2 will be awesome sauce, I promise. ST2 boarding will be larger groups, more fluid and lots more dangerous. TA tends to put an emphasis on slow grinding battles with lots of planning. ST2 will have Crew and Officers, more AoE and more flexibility in your objectives. Instead of prescribed level goals, you'll set your priorities. Maybe you're just there to steal cargo =)
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Post by Brutus Aurelius on Aug 24, 2014 17:15:29 GMT -5
Cory TreseSo, I could tell my crew: Our objective is to capture illegal cargo from these enemy Smugglers! Or We must disable the enemy Engines to detain this ship and Captain, s/he is wanted for Smuggling illegal cargo through Cadari space! Or We need to steal this ship's fuel supply, we are running low on our own reserves Or even This ship is too well armored to destrpy at range! We must set the Void Reactors to overload!
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mataeus
Templar
[ Elite & Star Traders 2 Supporter ]
From summer sands, to armageddons reach.
Posts: 820
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Post by mataeus on Aug 24, 2014 17:43:05 GMT -5
Don't be embarrassed by your early code! What's important is that TA is a great game - I love everything about it; the pace, the gameplay, even the fact you have to think about when / where you turn. It's awesome. In other news, what you've described here sounds amazing. And I'm especially excited about you being able to port the AI to previous titles! TA2 will be awesome sauce, I promise. ST2 boarding will be larger groups, more fluid and lots more dangerous. TA tends to put an emphasis on slow grinding battles with lots of planning. ST2 will have Crew and Officers, more AoE and more flexibility in your objectives. Instead of prescribed level goals, you'll set your priorities. Maybe you're just there to steal cargo =) At the risk of getting far ahead of ourselves, I want to get this in nice and early... If / When you do a TA 2, I would like to see a user-friendly interface for building our own maps, our own objectives, our own levels, and attaching those custom levels to our own campaigns, which we can then export to a file format the game can read from a folder, meaning we can dropbox it / upload it to a sharing website for custom campaigns! Just getting that in there pre-development phase
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Post by Cory Trese on Aug 24, 2014 20:42:49 GMT -5
TA2 will be awesome sauce, I promise. ST2 boarding will be larger groups, more fluid and lots more dangerous. TA tends to put an emphasis on slow grinding battles with lots of planning. ST2 will have Crew and Officers, more AoE and more flexibility in your objectives. Instead of prescribed level goals, you'll set your priorities. Maybe you're just there to steal cargo =) At the risk of getting far ahead of ourselves, I want to get this in nice and early... If / When you do a TA 2, I would like to see a user-friendly interface for building our own maps, our own objectives, our own levels, and attaching those custom levels to our own campaigns, which we can then export to a file format the game can read from a folder, meaning we can dropbox it / upload it to a sharing website for custom campaigns! Just getting that in there pre-development phase Interesting ideas, love the concept. I've built a lot of very sophisticated content authoring and publishing systems, and I can tell you a web based system capable of ingesting, validating and compiling content for a game like TA2 will be very, very expensive to build. And that's not even mentioning the challenges of Android permissions, iOS security layers, Windows vs. Mac, managing servers, passing Apple's '3rd party content' review. We certainly won't build the game in such a way that this is impossible, but it would take a huge jump in sales to pay for such an effort which is definitely "getting ahead of ourselves." I expect this type of thing -- modding and servers -- is the type of thing we'll be able to afford if Star Traders 2 is funded and is as big of a hit as I think it will be! =)
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Post by Cory Trese on Aug 24, 2014 20:53:39 GMT -5
Cory TreseSo, I could tell my crew: Our objective is to capture illegal cargo from these enemy Smugglers! Or We must disable the enemy Engines to detain this ship and Captain, s/he is wanted for Smuggling illegal cargo through Cadari space! Or We need to steal this ship's fuel supply, we are running low on our own reserves Or even This ship is too well armored to destrpy at range! We must set the Void Reactors to overload! You will able able to give them those orders, or lead them into turn-based combat yourself and do any of those things directly. However, in the case of leading the boarding party with the Captain, an Officer has to be left in charge of the ship. Pick someone competent. =)
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Post by Brutus Aurelius on Aug 24, 2014 20:56:39 GMT -5
Cory TreseSo, I could tell my crew: Our objective is to capture illegal cargo from these enemy Smugglers! Or We must disable the enemy Engines to detain this ship and Captain, s/he is wanted for Smuggling illegal cargo through Cadari space! Or We need to steal this ship's fuel supply, we are running low on our own reserves Or even This ship is too well armored to destrpy at range! We must set the Void Reactors to overload! You will able able to give them those orders, or lead them into turn-based combat yourself and do any of those things directly. However, in the case of leading the boarding party with the Captain, an Officer has to be left in charge of the ship. Pick someone competent. =) So, I'm gonna hazard a guess that leading them yourself will lead to better results. And one more question (for now), will ships stop for search if you have a military rank/permits?
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Post by Cory Trese on Aug 24, 2014 21:43:04 GMT -5
You will able able to give them those orders, or lead them into turn-based combat yourself and do any of those things directly. However, in the case of leading the boarding party with the Captain, an Officer has to be left in charge of the ship. Pick someone competent. =) So, I'm gonna hazard a guess that leading them yourself will lead to better results. And one more question (for now), will ships stop for search if you have a military rank/permits? It will depend a great deal on who you are, who they are, where you are, how they feel about you and exactly who issued your papers, and if they're honored in the local space. Won't be a yes or no answer, but their will be systems for other Captains to surrender to the player.
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