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Get Bots in multiplayer
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wildman NISHTARD 18 Dec 2005 03:17 am QUOTE
Hi all, i want know how get bots in multiplayer so there are not players? plzzzz
 
mapmanager demian 18 Dec 2005 05:55 pm QUOTE
I think we are going to get that eventually. I made the suggestion to Reincarnated Matchmaker a year ago, but only here is it actually in serious consideration :)

The concept is that since the game loads an A.I. on it's own under certain conditions when a player doesn't load the game right, the idea of a bot would be to sit in a seat acting as if it is a player. Then it would be set to click yes on it's own when the game loads (otherwise you would never be able to load into the game) Then it would recreate the conditions that load the A.I.

The only real complication I can think of is loading the A.I. - I doubt we could make it shift-click a color if the A.I. is loaded, and since I don't think a Host can click on behalf of a "sit in player" on the in game multiplayer menu, I think it would be easiest for the Host to choose a Drop down from the hut screen to choose which A.I. is loaded, and to choose what the A.I. chooses to be (Good, Evil, Neutral) and it would choose that by default when it loads into level.

Having an AI would make it easier to level test, and enable us to play levels even when we don't have enough players.
 
admin Koen 20 Dec 2005 05:02 am QUOTE
It's not hard to get bots in multiplayer but it requires some cheating and hacking and stuff. Bots are scripted AI's and thus cannot be adapted to play right on every map. We'll need to create a bot for every level for every color, and... most bots cheat. But nevertheless we're working on it.
 
mapmanager demian 20 Dec 2005 10:07 am QUOTE
no... we don't need to do that. See, my idea is not to have a bot be an A.I. player - all we need to do is have a bot convince the program that it is a physical player, have the bot select "yes" on it's own when it loads in, and have it select allies based on the Host's directions before game.

After that, have the Bot simulate the condition that causes the game to load an A.I. character (it happened to me a few times in multiplayer, so I know it can be done) and once we can simulate this "Bug" we can make sure a Universal Level A.I. is loaded.

After that, I'm sure for certain levels an optional level specific A.I. can be made - but not really important, considering the A.I. will only serve to let us test levels with more players, and to let us play levels for fun when we don't have enough to enter the game.
 
admin king warg 20 Dec 2005 12:01 pm QUOTE
that would be an assload of work. alacn tried at that and failed... its much easier to make a map for an RDDATA file and load it via pressing F11.
 
beta tester popman909 20 Dec 2005 06:15 pm QUOTE
I tested with Wargle once, put the game in cheat mode, and hit F-11 at the same time as him. We ended up at face off game Warg had saved from the other day...the two players besides me and Warg were programmed by Warg to do certain things. In fact, the AI-players did build in the center but the player that Warg programmed to be bad was too bad and I could kill his Shaman no problem.

But the other AI-player could lighting Shamans (according to Wargle) which is pretty advanced.
 
mapmanager demian 23 Dec 2005 11:16 pm QUOTE

I don't see why it is a problem. I mean, what is it that makes an A.I. load during multiplayer?

Answer: When a player other than host disconnects from the game in a manner other than quitting. By erros such as Resycnh, lag, network trouble, etc. The tribe remains, the color for it stays, and an A.I. is loaded. One method to simulate this is *IF* you can create a bot to act as a player, it would imply some sort of connection. A program could run to interupt the bots connection (or maybe just closing the bot would have the desired result?) There is no need to complicate matters by using a cheat mode.

Then all you would need to do is figure out exactly which A.I. file is loaded by default for the given level if and when such an error occurs, and have a Universal A.I. File set at bot game start by default, unless a custom A.I. is otehrwise selected from a drop down.

...

PS: If ALACN couldn't do it, that just gives us more reason to do it.
 
beta tester Penguin 24 Dec 2005 03:53 am QUOTE
I know this may seem hard, but you could have a bot that plays in your own strategy. eg. Record how you play (hut plans, mana charge) etc. And then put that into a bot, so you could have 2 of you playing, or if ur ally drops out then you playing exactly the same way.
 
mapmanager demian 26 Dec 2005 06:28 pm QUOTE
That is a good idea. A program that builds an A.I. Bot Based on how you play. It could even be a good way to make A.I. Files for specific Single player levels.
 
wildman BlackPrince 02 Jan 2006 07:49 am QUOTE
ever heard of the khickman skirmish , it has also bots programmed :O
 
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