Opened 12 years ago

Closed 12 years ago

Last modified 12 years ago

#1586 closed defect (wontfix)

[PATCH] Annotate AIs by difficulty level

Reported by: Aviv Owned by:
Priority: Should Have Milestone:
Component: UI & Simulation Keywords: simple
Cc: Patch:

Description

We are maintaining several AIs because they have different difficulty levels. This needs to be made explicit in the UI: "JuBot (easy)", "qBot (hard)" etc.

See discussion here: http://www.wildfiregames.com/forum/index.php?showtopic=15271&st=100#entry247184

Attachments (1)

AI - Sorted and named by difficulty.patch (2.1 KB ) - added by Cerridan 12 years ago.
AI's have gained a new "difficulty" attribute in order to sort them by difficulty.

Download all attachments as: .zip

Change History (9)

comment:1 by Aviv, 12 years ago

Keywords: simple added

comment:2 by O.Davoodi, 12 years ago

I don't think we can call qBot "hard" anymore. It played better before but now it is just "medium". From the tales I've heard of qBot xp, I think it may deserve the title "hard"

comment:3 by Kieran P, 12 years ago

Milestone: Alpha 11Alpha 12

comment:4 by historic_bruno, 12 years ago

I think instead of doing this we should reevaluate the bundled AIs and drop or hide those which are no longer any good. We currently have no real AIs intended to be anything less than hard (scaredybot doesn't count). If they seem "easy", it's more likely they are broken and buggy.

Last edited 12 years ago by historic_bruno (previous) (diff)

by Cerridan, 12 years ago

AI's have gained a new "difficulty" attribute in order to sort them by difficulty.

comment:5 by Cerridan, 12 years ago

There's my solution. The AI's now show up as AI: JuBot (Easy) AI: qBot (Medium) AI: Aegis Bot(Hard) in the menu. It should be easy enough to modify if the difficulty scale changes, you simply scale up all the difficulty numbers and modify the name fields.

comment:6 by Cerridan, 12 years ago

Keywords: review added
Summary: Annotate AIs by difficulty level[PATCH] Annotate AIs by difficulty level

comment:7 by historic_bruno, 12 years ago

Keywords: review removed
Milestone: Alpha 12
Resolution: wontfix
Status: newclosed

Thanks for the patch, but this isn't a great idea. All of our bots aim for a high level of difficulty but they fail due to bugs rather than design. The better solution would be difficulty settings that each bot could implement in its own way.

Also JuBot will be going away soon and Aegis should merge with qBot at some point, so there's no longer a need for explicit labeling of difficulty.

comment:8 by Raymond, 12 years ago

I also agree to make settings for the difficulty, like (adjust pop cap if there is later a general limit im pop cap):

very easy: population cap for AI to 125, no upgrades of weapons and economy, no walls, no tower, no fortresses, max garrison send to enemy 10

easy: population cap for AI to 150, no upgrades for weapons and economy, max 1 towers of each civic center, no walls, no fortresses, max garrison send to enemy 20

medium: population cap for AI to 200, some upgrades for weapons and economy (not all!), max 2 towers of each civic center, wooden wall, max. 1 fortresses, max garrison send to enemy 10

hard: no population cap (or the max in current build), all upgrades, unlimited walls (inclusive city wall), towers and fortresses, max garrison send to enemy pop cap

Another possibility:

Just limit the amount of resources which can carry:

AI workers can carry:

very easy: 5

easy: 10

normal: 15

hard: 20 (same as you)

(maybe) very hard: 25

(also adjust fisher)

Last edited 12 years ago by Raymond (previous) (diff)
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