And yes, infact, I think anyone with an interest in the subject, would like to know the details of the AI "thought process"
Going back to say, Civilization Call to Power, the AI was basically given a giant "script" to unfold (Like, the Iriqouis was scripted to perfer building its unique warrior over archers) and had a very basic set of algorithms that worked on 'same turn' basis (that is that the ai only thought about the situation as it stood when the player hit "End Turn").
Is that still basically how the AI will function in HOI4?
As a "real time game" HOI is, if im not mistaken, really just "turns" or "ticks" that you dont have to hit end turn for. At speed 1, the ticks are normal, at each higher speed, a multiplier is attached. Time isnt moving faster persay, just where if you were getting 1 iron a day (making this up) on speed 1, and on speed 5 you went through 5 days a "tick" youd basically, in a progamming sense just be getting "5 iron a day", there is still only one tick in the same time frame, but its multiplied, giving you the sense that time is passing faster.
What im wondering, and im sure I already know the answer, is HOI going to be 64 bit only, and will the AI "think" ticks or turns, into the future. Also, if the AI is going to be using scripts to control its most likely behavior, can we adjust those scripts as modders, and will those scripts be documented and commented (//). That would be just as good as telling us now how the AI behaves.
All that said. Thank you very much for creating the AI, and sharing this information with us. Were literally foaming at the mouth to get our hands on Hoi4 and start fighting world war two
PS:
Interestingly, Battlegoat's games released by Paradox, those Supreme Commander games, have some interesting AI. Those games are, to put it mildly, an acquired taste, and the AI is braindead. However, this modder named Ruge came along, and noticed that the AI was able to be edited, and that the developers and purposefully gimped the AI (whhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhy). So in a simple 500kb mod, he was able to make a completely placid and flacid AI, into something that actively tried to annihilate you. It was actually really good. The problem there was that the AI couldnt handle the economic system, political system, or build province (hex) improvements. So ultimately you could beat it. But, if you just say, took Russia, and declared war immediately on NATO, the AI really did a pretty good job of acting just like a human being that was overly aggressive. It didnt use units any better, or act any more strategically, but it was unrelenting on all fronts and exploited every weakness.
Ultimately it would fail, as it didnt build, research, or properly manage its economy, but aggression level was great. There were never units just sitting in some far off place protecting something youd never attack ALA HOI's France. The AI was very good at deciding, we can win this, and throwing everything at you, or deciding, we cant win, and fighting a very good active defense.
Going back to say, Civilization Call to Power, the AI was basically given a giant "script" to unfold (Like, the Iriqouis was scripted to perfer building its unique warrior over archers) and had a very basic set of algorithms that worked on 'same turn' basis (that is that the ai only thought about the situation as it stood when the player hit "End Turn").
Is that still basically how the AI will function in HOI4?
As a "real time game" HOI is, if im not mistaken, really just "turns" or "ticks" that you dont have to hit end turn for. At speed 1, the ticks are normal, at each higher speed, a multiplier is attached. Time isnt moving faster persay, just where if you were getting 1 iron a day (making this up) on speed 1, and on speed 5 you went through 5 days a "tick" youd basically, in a progamming sense just be getting "5 iron a day", there is still only one tick in the same time frame, but its multiplied, giving you the sense that time is passing faster.
What im wondering, and im sure I already know the answer, is HOI going to be 64 bit only, and will the AI "think" ticks or turns, into the future. Also, if the AI is going to be using scripts to control its most likely behavior, can we adjust those scripts as modders, and will those scripts be documented and commented (//). That would be just as good as telling us now how the AI behaves.
All that said. Thank you very much for creating the AI, and sharing this information with us. Were literally foaming at the mouth to get our hands on Hoi4 and start fighting world war two
PS:
Interestingly, Battlegoat's games released by Paradox, those Supreme Commander games, have some interesting AI. Those games are, to put it mildly, an acquired taste, and the AI is braindead. However, this modder named Ruge came along, and noticed that the AI was able to be edited, and that the developers and purposefully gimped the AI (whhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhy). So in a simple 500kb mod, he was able to make a completely placid and flacid AI, into something that actively tried to annihilate you. It was actually really good. The problem there was that the AI couldnt handle the economic system, political system, or build province (hex) improvements. So ultimately you could beat it. But, if you just say, took Russia, and declared war immediately on NATO, the AI really did a pretty good job of acting just like a human being that was overly aggressive. It didnt use units any better, or act any more strategically, but it was unrelenting on all fronts and exploited every weakness.
Ultimately it would fail, as it didnt build, research, or properly manage its economy, but aggression level was great. There were never units just sitting in some far off place protecting something youd never attack ALA HOI's France. The AI was very good at deciding, we can win this, and throwing everything at you, or deciding, we cant win, and fighting a very good active defense.
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