A.I. and optimization Suggestions

So ive been with the game for almost 3 years i think. The A.I. has been the hot topic for most of this time, breaking down and struggling with what seem to be very simple tasks. The problem is that we have a constantly changing voxel map with a branching tree A.I. functioning independently from every single worker, a surprisingly and very complicated system(props for managing to get that to work at all).
However, I don't think the current available tech can realistically support such a complex system, so something simpler needs to be implemented. I have a few random suggestions for changes that would help stream line the A.I.. hopefully they aren't all terrible ideas : P

*maybe limit blue prints to a small area, then have a dump spot were workers just feed materials in and the structure completes its self. For a creature that magically appears out of a crystal this isn't that far fetched anyway.

*maybe remove worker on worker collision

*maybe make the workers a light combat unit allowing for larger armies with out the need to
support more units

*maybe remove workers all together and have the glowing sprites floating around the crystal collect and build controlled through an interface.(its more about what you make not how you make it anyway)

*remove loose rocks/rubble(at least until better optimized)

*maybe make stockpiles into containers allowing them to hold MUCH more material than they do now

*maybe make stockpiles into a stockpile container for all materials, a 1 stop shop for all your A.I. needs

*maybe simplify gathered and stockpile materials down to wood, stone, rare material, and blue stuff. Have all carry animations changed to "the bag" and have the correct building material appear once placed. this could also make creating barrels, torches, and traps easier if the worker could grab all the needed material in a single trip. This could also help speed up build times dramatically if enough stone could be carried to place multiple bricks/logs etc... Again, not to far fetched for magical crystal beings. fallen stones from and boards from a freshly sieged castle are collected as normal and revert to "the bag" once picked up.

*and a personal request... maybe could archers maybe "volley" so arrows come down from above rather than shooting all my freaking knights in the back of the head. this would also solve archers not being able to shoot targets next to walls they are on. Just use a "collective/hive mind" line of sight system.

Comments

  • EvonixEvonix Member
    I like none of these because they take away from gameplay and would make it just a rather simple RTS, 1 and 3 in particular. 5 could be nice and while it does hide some rubble if it's using to much CPU and it sinks into the ground after a while it's still a big drain on power and isn't important to gameplay. Also the last one would make archers OP.
  • EvonixEvonix Member
    edited May 2016
    Accidental double post
  • Dusk78Dusk78 Member
    edited May 2016
    Evonix said:

    I like none of these because they take away from gameplay and would make it just a rather simple RTS, 1 and 3 in particular. 5 could be nice and while it does hide some rubble if it's using to much CPU and it sinks into the ground after a while it's still a big drain on power and isn't important to gameplay. Also the last one would make archers OP.

    These aren't suggestions to be liked or to improve game play. they are suggestion that would make the game run better/more optimized. When it comes to game performance it bogs down terribly once you get to invasion wave 13+. The AI starts to lock up left and right, packs of corruptrons just standing around idle, etc.. but still more playable than it use to be.

    Also, archers are already OP on defense, just no fun on offense(conquest). Im making a video right now about how easy it is to get to get through wave 15+ on invasion with like 4-5 archers and 2 knights.
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