Search found 739 matches

Re: Hi and Low Level AI

I get what you're saying now. You're equating LLAI to something like speed and position (needs to be calculated and/or adjusted quite frequently), whereas HLAI would be like whether or not we've reached our waypoint (which doesn't need to be checked multiple times a second). Yes in a sense. LLAI dr...

Re: Hi and Low Level AI

That was actually the point I was trying (but failed) to make. The algorithms aren't functionally different, it's just interpretation. If there is a scripting engine, then those scripts will be considered HLAI, otherwise it is pretty much LLAI everywhere else. Well I guess I failed to explain, beca...

Re: Hi and Low Level AI

I love the analogy with reflex and reflection... These functions are quite different and as mentioned for performance/speed reason (getting that hand away from the stove, avoiding those laser shots while not crushing in the carrier vs analyze your next move at chess or plan an invasion). That's cert...

Re: Hi and Low Level AI

Where exactly is the big red line that separates HLAI and LLAI? Perhaps I should say: "Low level" = auto pilot. Needs to be accurate and react @30 fps, but "reacting" to the environment mostly. But needs to have the exact mesh description of an object to avoid it, and to have a mathematically accur...

Hi and Low Level AI

In today's development log , Josh made a convincing reason to not separate the hi level AI ( strategic) from the low level (execution). While I understand the metaphor with the mind and body, I am still wondering... You do have levels of planning. A faction will have abstract strategies, and its "bo...

Re: Emergent multi-part missions, quests and epic stories

Yes, this is a bit what I had in mind, but with a progression. It works like this: For some emergent reason, you got a first delivery mission. On successful delivery (or why not possibly on non-successful delivery), there is a given probability to get a follow-up mission proposal. The conditions are...

Re: Alternative mission system idea

Firstly, I know this already has a topic, but I feel my idea is too different to previous suggestions to be a reply (which is what it initially was). I respectfully disagree as it makes it difficult to compare and discuss both systems, if one thread dissapear in the past and the other remains livel...

Re: Missions, quests and epic stories

Exactly, DWMagnus is describing one way to make complex mission strings. I would even go one step further, and not script it as "closely" as in your example, but have generic combination rules for making the plots. Example: Example Mission String #1 player just completed a "transport cargo" mission ...

Re: Missions, quests and epic stories

I can't believe really nobody's interested in complex missions - probably my formulation was too unclear. I'll give this thread a second chance and a bump against netiquette before it leaves the first page... :oops: The core question (lost in a wall of text), was: Now the game will actually spawn de...

Re: planetary structures, cities, orbital elevators, ETC

Possibly because searching for "planet" return too many hits, and for "planetary structure" returns only one hit which speaks about planet ownership. This forum devlops very quickly, and it is difficult for a newcomer to come up to speed with everything that has been discussed, quite often within a ...

Emergent multi-part missions, quests and epic stories

I would like to discuss some general concepts for missions. This has as far as I could search, not been discussed a lot yet, except specifically for escorts in the Thread on Escorting Ships and ponctually, for example here and there but without discussion on "how" this is realized. Now I first would...

Re: Illegal Goods

One problem I have with Gazz's idea is that it seems illegal goods would be illegal everywhere and nowhere would let you produce them safely, as any sector might have a randomly incited crack down. Randomly having your stations destroyed isn't going to be fun. I do not know if this was addressed al...

Re: Interstellar Travel, Wormholes, and Jump Drives

X3 may be an extreme example but it's a very good example of how to screw up with the best intentions. It's space isn't small at all. There are 200+ sectors! But when every point in the universe is maybe 30 seconds of travel (real)time away, the universe is tiny. [...] The mini game I proposed puts...

Go to advanced search

cron