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Rts Enemy Ai Engine V0.20


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#1 chokobo

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Posted 23 July 2007 - 08:11 AM

Real Time Strategy Enemy AI Engine V0.20

This Engine is in early alpha states, its based on "The Dark Ages" example and its free. No credit is requiered.

-----OLD v0.10-----

Game maker 7.0: Download v0.10

Game maker 6.1: Download v0.10

RTS Enemy AI Engine v0.10 features:

Mining
Unit creation
Building
HQ
Barracks
Farm
Mill
Blacksmith

-----NEW v0.20-----

Game maker 7.0: Download v0.20

Game maker 6.1: Download v0.20

RTS Enemy AI Engine v0.20 features:

Enemy Attack
Minimap
Fixed some bugs

Screen
Posted Image

-----USEFUL RTS FILES-----

RTS FILES developed by sub

resource gathering..
unit follow other unit.. (caterpillar system)
unit patrol method (patrols start area only so far)

sub's RTS files



...Thanx

Edited by chokobo, 08 August 2007 - 02:48 AM.

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#2 dino-cool

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Posted 23 July 2007 - 10:22 AM

this is awsome and has given me an idea for a game xD
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#3 The eleventh plague of Egypt

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Posted 23 July 2007 - 11:09 AM

Nice idea, keep this up ^_^
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#4 irregular

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Posted 23 July 2007 - 11:39 AM

Hey, I don't know if you'd want to but this might be cool to merge in with our 3d rts engine link

EDIT: Ooooohhhh...... I don't know though. We are doing our engine in gm6.1 so anyone who hasn't upgraded (like me) can still use it...............

GMK FTL ^_^

Edited by irregular, 23 July 2007 - 11:44 AM.

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#5 nateistoraw

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Posted 23 July 2007 - 01:34 PM

this is soooo awesome! I am using this in my RTS game!
Would you like to be in the team making it?
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#6 lego_sniper

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Posted 23 July 2007 - 01:48 PM

Oh thanks i'll download this now. Looks good! ^_^
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#7 chokobo

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Posted 23 July 2007 - 05:49 PM

Hey, I don't know if you'd want to but this might be cool to merge in with our 3d rts engine link

EDIT: Ooooohhhh...... I don't know though. We are doing our engine in gm6.1 so anyone who hasn't upgraded (like me) can still use it...............

GMK FTL :(

<{POST_SNAPBACK}>


That will be great, i really like your engine.



Thanx for all your posts
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#8 irregular

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Posted 23 July 2007 - 09:20 PM

chokobo, any chance you could port this over to gm 6.1?
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#9 nateistoraw

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Posted 23 July 2007 - 09:30 PM

thank you!
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#10 chokobo

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Posted 23 July 2007 - 09:53 PM

chokobo, any chance you could port this over  to gm 6.1?

<{POST_SNAPBACK}>

Sure

thank you!

<{POST_SNAPBACK}>

yw
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#11 irregular

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Posted 23 July 2007 - 09:55 PM

Cool.
With your Unit creation does it involve queues? and the little 'build timer' thing?
Building has 'you can't build here'

I spose, I could always just wait for the gm6 version :(
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#12 sub

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Posted 23 July 2007 - 10:11 PM

i've uploaded some RTS files also.. hopefully a mod can move them here? (i thought this topic was in open source sorry)
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#13 irregular

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Posted 24 July 2007 - 05:42 AM

Oh My God. This is ORSM! I love it. Now you need the units to patrol/attack players :D
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#14 chokobo

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Posted 24 July 2007 - 10:05 PM

Oh My God. This is ORSM! I love it. Now you need the units to patrol/attack players ::lmao::

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thanx, im working on version 1.2
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#15 Mister_M

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Posted 24 July 2007 - 11:07 PM

This engine is good, but not smart enough.
what if there was another resource? could the peons determine which one to harvest the same way you decided what to build? using random?
if you are under attack should you random what unit to create?
the answear is obviously no to both questions.
I really got to go, ill edit later.
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#16 MatrixQuare

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Posted 24 July 2007 - 11:12 PM

The AI should have better micro management. That is, the AI should be able to build multiple buildings at the same time, and make more peons if there are not enough peons currently mining the Gold Mine. For example, if you send a peon off to build a Barracks, the AI should know that it should build one extra peon to put on Gold.
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#17 chokobo

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Posted 25 July 2007 - 01:21 AM

This engine is good, but not smart enough.
what if there was another resource? could the peons determine which one to harvest the same way you decided what to build? using random?
if you are under attack should you random what unit to create?
the answear is obviously no to both questions.
I really got to go, ill edit later.

<{POST_SNAPBACK}>

Thanx for your comment

The AI should have better micro management. That is, the AI should be able to build multiple buildings at the same time, and make more peons if there are not enough peons currently mining the Gold Mine. For example, if you send a peon off to build a Barracks, the AI should know that it should build one extra peon to put on Gold.

<{POST_SNAPBACK}>

Good thinking. ::lmao::

Edited by chokobo, 27 July 2007 - 05:57 AM.

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#18 chokobo

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Posted 26 July 2007 - 11:03 PM

-----|UPDATE| Rts Enemy Ai Engine v0.20 |UPDATE|-----

RTS Enemy AI Engine v0.20 features:

Enemy Atack
Minimap
Fixed some bugs

Download v0.20
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#19 The eleventh plague of Egypt

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Posted 27 July 2007 - 12:25 PM

OK ! Couldn't you develop this in GM6.1 ? GM7 can open .gm6 files easily: please, it means more people would be able to use this.
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#20 chokobo

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Posted 27 July 2007 - 05:37 PM

OK ! Couldn't you develop this in GM6.1 ? GM7 can open .gm6 files easily: please, it means more people would be able to use this.

<{POST_SNAPBACK}>


sure no problem
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