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Halo Wars Update 09.24.07

Last post 12-31-2007, 9:42 AM by capn qwerty. 67 replies.
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  •  09-24-2007, 10:37 PM 101789 in reply to 101782

    Re: Halo Wars Update 09.24.07

    thanks great update thunder :)

    " A wrong is unredressed when retribution overtakes its redresser. "
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  •  09-25-2007, 12:20 AM 101802 in reply to 101559

    Re: Halo Wars Update 09.24.07

    oke i have H3 and what about you
  •  09-25-2007, 1:15 AM 101806 in reply to 101549

    Re: Halo Wars Update 09.24.07

    A good RTS AI...  Well, For starters, the AI should be able to react to threats appropriately, and be able to react to your actions.  For example, if you keep hitting a certain spot of their base repeatedly, the AI should be able to patch it up and improve defense at that point.  But at the same time not neglect other duties, like army building.  Also, an AI shouldn't be an all-knowing all-controlling intelligence, able to simultaniously repair defenses, build troops, launch an attack on your base, attack outposts (if those are available), know where your army is at all times, improve their economy, mass a second attack force, and meet your army all at the same time without missing a beat on any task, infact, excelling at them.  A human would be hard pressed to keep up.  Also, the enemy shouldn't have what I like to call an 'arrogance bug'.  this is where they'll mass forces outside your entrance, building an impossible to destroy army, and then not attack.  Just wait (arrogance).  Letting you waste hundreds of units trying to destroy it, ending in you surrendering out of frustration. Last, i think allied AI should coordinate with you to a limited extent, such as send a number of reinforcements if your getting screwed over horribly, yet not send their entire army, leaving them defenseless and doomed to die.  And if the AI is like my last example, the enemy will immediately jump on this weakness.  Also, on limited coordination, they should maybe send a small cadre of troops to help your attacks (assuming they're prooccupied), but join your attack if there is only one opponent, allowing the two of you to overwhelm them.  Many battles have been pointlessly drawn out by AI allies seeming ignorance to your presence in other games.  These are things i think a good AI should have.

    Fire, everyone's best friend.
  •  09-25-2007, 3:04 AM 101809 in reply to 101782

    Re: Halo Wars Update 09.24.07

    Thunder:
    Game Head

    We have had visitors! The gang from Game Head, the show on SPIKE TV, stopped by to film some footage in our office and interview Graeme Devine.  I believe they were grabbing this footage for a Halo-themed show that they have coming up, so perhaps they will slip in some stuff about Halo Wars.  I believe they do have a new piece of art from the game, a render of the Spirit of Fire, the ship that the game revolves around.  Watch for on or around September 25th! (Possibly TONIGHT!) Once the episode airs, we’ll post the image here on the website for you.

    I must say, the UNSC Spirit of Fire looks absolutely awesome! So awesome that I'd like to see it again. I watched the Game Head special tonight (least I could do since I can't get the game), and as predicted, it was there.

    Monastery:
    A good RTS AI...  Well, For starters, the AI should be able to react to threats appropriately, and be able to react to your actions.  For example, if you keep hitting a certain spot of their base repeatedly, the AI should be able to patch it up and improve defense at that point.  But at the same time not neglect other duties, like army building.  Also, an AI shouldn't be an all-knowing all-controlling intelligence, able to simultaniously repair defenses, build troops, launch an attack on your base, attack outposts (if those are available), know where your army is at all times, improve their economy, mass a second attack force, and meet your army all at the same time without missing a beat on any task, infact, excelling at them.  A human would be hard pressed to keep up.  Also, the enemy shouldn't have what I like to call an 'arrogance bug'.  this is where they'll mass forces outside your entrance, building an impossible to destroy army, and then not attack.  Just wait (arrogance).  Letting you waste hundreds of units trying to destroy it, ending in you surrendering out of frustration. Last, i think allied AI should coordinate with you to a limited extent, such as send a number of reinforcements if your getting screwed over horribly, yet not send their entire army, leaving them defenseless and doomed to die.  And if the AI is like my last example, the enemy will immediately jump on this weakness.  Also, on limited coordination, they should maybe send a small cadre of troops to help your attacks (assuming they're prooccupied), but join your attack if there is only one opponent, allowing the two of you to overwhelm them.  Many battles have been pointlessly drawn out by AI allies seeming ignorance to your presence in other games.  These are things i think a good AI should have.

    I think that there should be a level of difficulty at which the enemy reaches that all-knowing all-controlling intelligence, but I have definately seen that as a major flaw in RTS games in the past. One thing that has always really bugged me is when the enemy AI doesn't actually have to be collecting resources to have an economy. Most games will have it so that if you take out all the AI's resource gathering units, the resources with slow off, but I have seen many a game in which the AI seems to collect resources at an ungodly rate. But then, resources may not even be neglagable in Halo Wars. Basically, I am looking for an AI that makes mistakes, but that does so in a seemingly unpredictable way, and that doesn't do so too often. I'm looking for a more human AI.


    I like pi.
  •  09-25-2007, 11:51 AM 101840 in reply to 101549

    Re: Halo Wars Update 09.24.07

    1) To be fun an AI to me has to be dynamic and surprising. Try to do a tactic that is surprising and smart at the same time, keeping me on my toes constantly trying to win this game. This differs from large team games, where I want the AI to be able to actually co-ordinate well and not try to do these insane tactics by itself. 2) Eek, I hadn't even read the second question when I already answered it. I want the AI to try and help as much. Perhaps while I've decided to go off attacking an enemy, the ally can say: "Hey, we're sending some help over there, hold up!" or "we're unable to mass troops right now, we'll send you some extra resources to help you out" or "I'm fighting my own battle here, perhaps you could spare some troops to also help me out?". 3) Depends on the difficulty. The AI should beat me from normal up, but on easy it should just get close to beating me and then loosing. Why? So newbie players can feel like they're good despite sucking, but also getting a chance to test their skills as they're getting beat.
  •  09-25-2007, 2:54 PM 101869 in reply to 101840

    Re: Halo Wars Update 09.24.07

    Yah I wouldnt mind having an A.I. on my team as long as the werent dumb like A.I.'s in past rts. I'd like the A.I. to be able to help you if you are under attack. It should be smart , if you are under attack by banshees it shouldnt send marines and be stupid it should send some anti-air stuff.

    I would also like to have a setting kinda like in Age Of Mythology where i can pick what kind of strategy i want my comp ally to use. In AOM it was things like defender, attacker, conqueror. protector, builder, random etc.  Attacker - attacks early and often. Conqueror - Build up armies before atking. I wouldnt mind having a system like this in HW.   Just a suggestion

    Great Update by the way.

       - MythRaptor


    '

    ' I know not with what weapons World War III will be fought,
    but World War IV will be fought with sticks and stones. - Albert Einstein


  •  09-25-2007, 6:26 PM 101935 in reply to 101549

    Re: Halo Wars Update 09.24.07

    sorry but what is halo wars?

    is it a movie?

    is it a game

    what is it?!?!?!?!?!?!?!?!?

  •  09-25-2007, 7:23 PM 101941 in reply to 101935

    Re: Halo Wars Update 09.24.07

    OMFG NOOOOOOOB, It is an RTS game about halo. Do you even know what halo is ???
    '

    ' I know not with what weapons World War III will be fought,
    but World War IV will be fought with sticks and stones. - Albert Einstein


  •  09-25-2007, 8:01 PM 101962 in reply to 101935

    Re: Halo Wars Update 09.24.07

    Its a real time strategy game. Really, you should read the FAQ before posting like that.
    I like pi.
  •  09-26-2007, 4:11 PM 102058 in reply to 101962

    Re: Halo Wars Update 09.24.07

    Thunder, like I said, I would like to play a bit with you guys, any chance on getting your gamertag?
  •  09-26-2007, 4:19 PM 102062 in reply to 101962

    Re: Halo Wars Update 09.24.07

    What makes a fun AI for you to play against or with?
    How smart it is, without that the game is simply pointless.


    Do you want the AI to try to coordinate with you as an ally or should it just do its own thing and not much up your plans?

    Both. As an ally it should try to help you to the best of its ability but if it sees that your screwing up and it has to put on the pants for awhile it should be able to do so. It also should have to be depended on you for help, it shouldn't be able to run off and beat the mission for you or nor it should it only contribute four units to the assault and wander off to do its own thing. Ex. You fight - its army stays at its base and sends one unit to scout around - even if you're getting your butt kicked to the curb.

    Should the AI beat you?

    Of course. It shouldn't be someone to walk over like the French in World War II (Apologies to all the french out there but it had to be said). I would like it to be a constant struggle, to see if one of you slips up and you pay for it by severe casulties or something. The AI isn't suppose to be walked all over.

    How do you want the difficulty levels to work?

    Don't really know, but it would be interesting if you didn't use "Easy, Medium, Hard" but come up with something original to use for the game. Something that we would all enjoy, I don't exactly know what that should be but I think you guys could come up with it.

    ---

    Also, it would be interesting (even if just for online play) you can have a customizable unit that you could use on your own. That would be "teh awesome", I would love to see your guys armed with custom weapons in your own colors fighting someone elses military unit. And it would be even better if they "got smarter" with every battle, like after they killed a certain number of units they got an intelligence boost on how to kill the enemy much more effectivily other than throwing bullets at the foe.

     

    But any who... Those are my two cents. Hope it helped.


    "Honor? There ain't no honor in this war. The Plasma-Rifles killed it. And if the Plasma-Rifles didn't, then the Wraiths did. If the Wraiths didn't, then the Scarabs sure as hell did."

  •  09-26-2007, 4:26 PM 102063 in reply to 102058

    Re: Halo Wars Update 09.24.07

    That RPG style AI 'stats' idea was pretty cool.

    I think that it would be good with the following traits

    Speed - How quickly the AI reacts to changes

    Offense - How aggressive the AI is

    Defense - How defensive the AI is

    Intelligence - How smart the AI is.

    This way having a high offense and low intelligence would mean they generally spam units but are disorganized and dont use any real startegy.

    A Smart Offensive AI on the other hand would create units to counter what your using and effectively organize tactics and strategies.

    And difficultiy on each should be 1 - 4, like the halo system.

    Thats what I think on the matter of difficulties.


    "The pain of war cannot exceed the woe of aftermath"-Led Zeppelin

  •  09-28-2007, 12:22 PM 102347 in reply to 101549

    Re: Halo Wars Update 09.24.07

    In talking about gaming AI there are curtain items that people over look.  When people are talking about having the game learn "their strategy" I think about it.  How much strategy can you have in a game thats based on a linear story.  Its not exactly like you can plan an attack from the rear when they are not looking.  Programmers setup the games knowing where the avatar is coming from, and how to make it challenging.  In a way, they already know your strategy because its the one they have given you.  The rest is finding the cover that the programs have put there for you to use and aiming well.

    Halo has done well with AI, but I think its about time to take it another step.  Right now when you shot the an elite, they either take cover, or (if you have hurt them enough) they charge at you.  This was great, makes the AI challenging in that it forces people to adapt they way they fight the computer from older games that just came after you if you shot them.  But this was first introduced in the original Halo, and nothing more has been added to the game save graphics and weapons.  The next step I would like to see is communication between AI.  Maybe one group trys to pin you down while the other flanks you, or they regroup if you have thinned their ranks.  Instead of now, where they zurg you, and separate completely under fire.  Those of us who play group mutiplayer matches know thats the difference between a good team, and a newb team.

    I think thats what everyone really wants AI to get to 

     

     

  •  09-28-2007, 9:34 PM 102435 in reply to 102347

    Re: Halo Wars Update 09.24.07

    Phranky:
    In talking about gaming AI there are curtain items that people over look.  When people are talking about having the game learn "their strategy" I think about it.  How much strategy can you have in a game thats based on a linear story.  Its not exactly like you can plan an attack from the rear when they are not looking.  Programmers setup the games knowing where the avatar is coming from, and how to make it challenging.  In a way, they already know your strategy because its the one they have given you.  The rest is finding the cover that the programs have put there for you to use and aiming well.

    Welcome to Halo Wars Forums. Anyway, I believe people were assuming that we were talking about multiplayer AI. I know I was.

    Phranky:
    Halo has done well with AI, but I think its about time to take it another step.  Right now when you shot the an elite, they either take cover, or (if you have hurt them enough) they charge at you.  This was great, makes the AI challenging in that it forces people to adapt they way they fight the computer from older games that just came after you if you shot them.  But this was first introduced in the original Halo, and nothing more has been added to the game save graphics and weapons.  The next step I would like to see is communication between AI.  Maybe one group trys to pin you down while the other flanks you, or they regroup if you have thinned their ranks.  Instead of now, where they zurg you, and separate completely under fire.  Those of us who play group mutiplayer matches know thats the difference between a good team, and a newb team.

    I think thats what everyone really wants AI to get to

    I can't confirm this personally, but I have heard the AI in Halo 3 is improved in the communications department. However, I do agree with your point.


    I like pi.
  •  09-30-2007, 1:21 PM 102687 in reply to 101935

    Re: Halo Wars Update 09.24.07

    wow, halo wars is a game, a rts, really.

    i'd want the ai to be as good or better than the pc game Company of Heroes.

    but the ai should assist you, and do what it wants to at the same time.

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