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Cataphract887
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yes i saw that. ''literally anything they want'' is a meaningless phrase. ussually when that is said in my experiance,its when the limits are very high and the speaker cannot summarize what *can* be done
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:37
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The Gamebryo engine is versatile. It has been used in Morrowind, is going to be used for Oblivion, one of the graphically best games out there, and also is used for Pirates and Civ4.
The engine being open-sourced is out of the question. However, if the code of the game itself is open, there are indeed very few limits, the main probably being time and skill. It should probably be able to make anything within the TBS realm (a CtP, SMAC or MoO conversion), and also, with appropriate skill, probably games of other genres. Sid Meier's Football Manager or Sid Meier's Half-Doom.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:37
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A good portion of the source code and all the AI code looks like only Python. I see no reason why they'd release C++. It's a real pain of a language, since you need to compile and link with libraries and headers, some of which may be third party and not possible to distribute, whereas python is interpreted and doesn't need such a mess.
The less C++ code and the more Python the better imo.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:37
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quote: The reason for not using Python more is quite obvious: C++ give much better performance. |
I tend to disagree. I agree that C, and thus C++ can give better performance for things like hardware access and rendering (3D display), but for ai which is mostly number crunching and logics, I doubt so. Particularly if you compile Python, which I believe is possible. My experience with perofrmance problems is mostly with quadratics and bad structure of the code. The language matters only for a few percents, maybe a factor 2. But a factor 2 is very little in comparison with what you get when fine-tuning, and Python and other high level languages give you more time to fine tune as these languages are easier to work with and debug than C++. OK, I'm biased, working everyday with it, I strongly dislike C++.
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:37
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quote: I fully expect Apolyton to be able to create a much better AI than Firaxis, not because of leet skillz or anything but because we can make the AI specific to the ruleset, whereas the AI Firaxis puts in has to be able to handle mods to a degree. It could even be combined with an Apolyton University for cIV, which wouldn't have to make things easier for the AI but just balance the game better. |
Uhh... a well-designed AI will handle simple mods without many changes. If you tweak around, say, unit and tech costs, a well designed AI will understand and adapt, as it already takes costs into consideration.
The real reason why Apolyton has great capabilities is that Apolyton has unlimited time and more people. Firaxis has Soren. He is a great programmer, but he's alone (or almost alone), and he has other responsibilities plus, of course, the problem of the Civ4 release schedule. Apolyton does have able programmers (and I'll be extremely surprised if more don't join when Civ4 is released), and doesn't have time limits.
I wouldn't expect any significant improvements anytime soon, as it's a very complex matter, but I think that in the long-term, good results will be produced.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:37
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quote: Originally posted by Solver
If Firaxis live up to their promises, then time & skills will probably be the biggest limitation.
Modding-wise, what I'm most looking forward is AI. I know that it's quite probably among the hardest modding work, creating new AI routines and making them work well together with the already existing modules, but I will love any such improvement. |
I'm looking forward to doing a diplomacy mod: as soon as I can get my hands on the game.
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Kuciwalker
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of Schmooism
Feb 2001 time: 00:37
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quote: Originally posted by Solver
quote: I fully expect Apolyton to be able to create a much better AI than Firaxis, not because of leet skillz or anything but because we can make the AI specific to the ruleset, whereas the AI Firaxis puts in has to be able to handle mods to a degree. It could even be combined with an Apolyton University for cIV, which wouldn't have to make things easier for the AI but just balance the game better. |
Uhh... a well-designed AI will handle simple mods without many changes. If you tweak around, say, unit and tech costs, a well designed AI will understand and adapt, as it already takes costs into consideration. |
The point is that a well-designed AI (in the sense that Firaxis means it) will be capable of playing, even if badly, a large modification of the game as long as someone doesn't make weird workarounds important. The AI designed by Apolyton, though, could act completely nonsensically when used with any mod, but be hardcoded to understand the specific strategies involved with a predetermined ruleset.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:37
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I don't think the point is to fine-tune the ai to the set of stats the game will have, but to let it fight the strategies that the players will devise against the default ai, let it know the exploits and favourite tactics and counter them.
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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