AI collision testing
AI collision testing
Now using influence maps to determine path for exploration agent and patrol agent.
Game speed is x100.
AI collision testing
Now using influence maps to determine path for exploration agent and patrol agent.
Game speed is x100.
First AI agent implemented
The following is an explanation of how the Supply AI, Comat AI and Unit Move AI are working. Only the Supply AI is complete the other agents are really basic.
Im using a Finite State Machine based AI system for this. Running on both XBox and Windows 7
0:00 Green starts with 6 Infantry units in Explore mode. These AI controlled units go out looking for unexplored territory, strategic points (yellow dots and enemies)
0:12 The first 2 strategic points have been found and connected to the capital.
0:17 The first enemy units found. No tactical code written for this encounter yet!
0:25 Depot just right of screen centre is being attacked by enemy and is captured and connected to enemy supply network
1:05 Green loses SP close to capital, but is vacated by enemy and reconnected by Green
1:46 Green concentrates on capturing Blues capital in north.
1:51 Movement markers switched on to indicate how many turns to get to a hex. (Orange is movement cost)
2:00 Due to extra SP from north Green is able to build new Cavalry units in capital to try and take Grey in centre
2:28 Blue is trying to take back lost SP in centre but should really be trying to take its own capital back (code needed!).
2:46 Large battle forming in centre but without combat agent AI these will just stand and look at each other.
3:02 Zoom shows deadly embrace situations which AI needs to resolve (more code)
3:26 For some strange reason Green is attacking coast line, but then realises istake and starts to move north again.
3:45 Deadly embrace between friendly units continues
3:54 Why has Green AI ignored to load Blue Depot?
4:01 There are unseen Blue units there! because they are moving in on Green capital
5:07 Minimap confirms that Green AI has beat the other 3 AI players.
Progress Video
Unit scale is now 1 model = 25 men. Not sure I can handle the Prussians arriving en masse unless a few French/British units die. Each unit is identified down to battalion level (500 – 1000 men).
Progress video.
Roads and terrain heights now working together. Darker clounds needed as it was not such a nice day.
Cursor added.
Camera simplified and updated to follow cursor.
New Infantry and Cavalry units introduced – though still not animated.
All game content now driven by XML files, allowing me to define a battlefield and Order of Battle with XML data.
Most of the previous videos/images were of the Strategic View. This video view is a Battle View showing zoomed in view of the Waterloo terrain. The concept is that a cluster of 7 hexagons (for example) on the Strategic View will zoom into the Battle View. The Strategic View units will represent Division size units, while the Battle View units will represent Battalions.
Cursor glides over terrain.
Hexgrid is now optional:
Heightmap now applied to hexagon texture. Model animation not yet applied. This is the first view seen of a Battle View.
Military units now starting to appear. These square blocks will evolve into 3D infantry, cavalty and artillary…
Can now give movement and facing orders to unit.
AI started, using Finite State Machine to control exploration and economic growth.
Multiple player AI added (currently 4).
Early transport animation added.
First 3D model added.
The AI is far more time consuming than i expected, but it was important to get the base AI engine working correctly before building on it.
The transport tile and borders tile positions are hard coded for test view.
A 3D building is added. Need to sort out the lighting / textures for the building.
Cursor added to indicate current selected hex.