I also made this game: store.steampowered.com/app/2964430/Forces_of_Ether
Alas the melee unit's issues are more because of bugs rather than value tuning.
Alas the melee unit's issues are more because of bugs rather than value tuning.
More like - "if I take this path, will I encounter more enemy units than I can handle" kind of thing.
So if the AI believes it can beat the opposition on a given lane (with reasonable loses) it might consider doing so to get to its ultimate goal.
More like - "if I take this path, will I encounter more enemy units than I can handle" kind of thing.
So if the AI believes it can beat the opposition on a given lane (with reasonable loses) it might consider doing so to get to its ultimate goal.
There is a simple grid path-finding with A* happening on the unit level.
But the faction AI needs to reason using a more "lane-based" approach. As in - is this whole "lane" blocked by enemy units.
There is a simple grid path-finding with A* happening on the unit level.
But the faction AI needs to reason using a more "lane-based" approach. As in - is this whole "lane" blocked by enemy units.
Some mechanics where you can destroy the environment (trees, cliffs, etc) might appear in the future and the AI should be able to adapt though.
A problem for future me 😆
Some mechanics where you can destroy the environment (trees, cliffs, etc) might appear in the future and the AI should be able to adapt though.
A problem for future me 😆