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- [21:30] DeinFreund does anyone know if it's possible to have an AI start with multiple coms (so that it has a chance against multiple humans)?
- [21:31] sfiregrenka DeinFreund: Can't u just add multiple ai?
- [21:32] Sprung needs multiple AI or gadget AI
- [21:32] Sprung i think
- [21:35] DeinFreund no, CAI doesn't know how to teamplay, and zk.bai is not good at it either
- [21:35] DeinFreund or CAI knows but i didnt notice it doing anything like it
- [21:37] DeinFreund so if one AI could control all the coms it could use them more efficiently
- [21:37] sfiregrenka I think it can
- [21:38] sfiregrenka However, I am not sure if ai can plop multiple facs.
- [21:38] Sprung i think CAI wouldn't plop
- [21:39] Sprung i think best bet without making a gadget AI to be included in zk would be to make an ai that simply plops fac and then gives its stuff away to CAI
- [21:39] Sprung and resigns
- [21:40] DeinFreund problem with resigning AI's is that they dont give their units away
- [21:40] Sprung but have them call the transfer manually
- [21:40] Sprung and set resource share levels to 0
- [21:41] Sprung this way even without actual resign, they still con't participate
- [21:41] Sprung ie. the singular CAI controls everything (without coordination problems)
- [21:42] Sprung probably the real best thing to do is make CAI instances cooperate but that seems way harder than making a fireman bot who plops and instantly resigns
- [21:43] Sprung or a simple modoption "cai comms" that acts as a multiplier
- [21:44] Sprung in fact i might actually be able to make such modoption
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