Dev Blog 25/10/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_63_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Artificial intelligence (AI) is one of the most important features of any single player game. Getting it right is key to the experience: it has to be almost invisible, so players (sort of) forget that they are playing against a machine. It has to be clever and fast enough to be a worthy opponent, but not too much – humans are fallible, after all; and ultimately the player, as the hero of the story, is supposed to win. It has to make use of the game mechanics at hand, not just to be fun and varied but to show the player what can be done. This rings especially true in a game such as Mount & Blade II: Bannerlord, where skill-based combat and epic large-scale battles are at the core of the experience.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/83
 
Now this is a good blog. Battle AI is the one aspect that I most wanted to see improved and I find this blog to be very reassuring in this regard. Even though it might not be perfect at release, it seems that everything that's needed to have competent, flexible AI will be present.

Also moddable AI
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When it says the combat AI doesn't 'cheat', does that apply to Line of Sight?

The player obviously will be restricted to what they can actually see of the battlefield from their own character's position. Does the AI automatically know where everyone and everything in the battle scene is at all times?
 
Rabies said:
When it says the combat AI doesn't 'cheat', does that apply to Line of Sight?

The player obviously will be restricted to what they can actually see of the battlefield from their own character's position. Does the AI automatically know where everyone and everything in the battle scene is at all times?
It uses every piece of information that a player would have access to (although, perhaps slightly more detailed and accurate than a player’s guesstimates) to make its decisions.
 
I don't consider myself an expert, but I feel like there is nothing in this blog that was not said before in gameplay videos. Can somebody please tell me if I'm mistaken?
 
This is a devlblog

It's a shame that we have to wait to see a gameplay or check it ourselves inside the game to see those three types of behavior the ia working. That the ia is highly modifiable is very considerate; good work.
pd. the color of the blood is no longer marmalade; yuhuu!!!. It would be good if the trace or splash had random forms not so much as what is being seen so far in the form of puddle.
 
Please see more of Ülker Dikmen work in the next blog. :ohdear:
one more question
Will the process of creating armor and weapons continue or is everything ready?
and one more question (unless of course she has something to do with the modeling armor)
Will all these cool elements of Aserai armor be?

 
mike56 said:
I don't consider myself an expert, but I feel like there is nothing in this blog that was not said before in gameplay videos. Can somebody please tell me if I'm mistaken?

Yes and no my dear mikeboix... :wink:

21/09/17 blog

14. Will battlefield AI (Both the troop AI and the strategic AI) be accessible or hardcoded?

Lowest-level troop AI is hard-coded, but you can customize it somewhat by changing aggressiveness, maximum speed etc. You can also give AI target movement points.

Formation AI and overall battle AI is extendable and modders can add new tactics and AI behaviours.


15. Will troop and party pathfinding AI be accessible or hardcoded?

Pathfinding will be hardcoded. You can turn faces on/off in a navigation mesh though, so there are ways to control path-finding behaviour.


21/12/17 blog

HOW GOOD IS THE COMBAT AI ON THE HIGHEST DIFFICULTY? WILL THERE BE DIFFERENT COMBAT AI FOR DIFFERENT UNITS IN BANNERLORD?
“Until now, we mainly worked on the tactics of formations and armies, but not the tactics on 1v1 fights. I believe that we will add some variety on that only after we feel like the AI is good enough and missing only unique tactics. So far the AI has been buffed with improved ranged and melee accuracy, decision to use kicking, keeping distance according to combat states and so on. In the end, our aim is to expand the range of intelligence of AI in order to help new players more in combat, and create more challenge for the experienced players. With the addition of more complex army AI, you should also expect a hard time on even reaching the army commanders in the battlefield. And a challenging duel would be your reward (or punishment) when you penetrate the defences.”

Today blog

Finally, we would like to mention that Bannerlord’s AI is also moddable, too -- and its separation into three different levels is important for modders, making their life easier and allowing for more complex modifications. Tactical, formation behaviour and agent levels being separate is essential: just as commanders changing their orders during battle does not change their soldiers themselves, adding a new tactic doesn't require you to model every single formation behaviour or agent AI. Adding new formation behaviours doesn't require you to delve into agent AI either because the interface the AI uses and you will use is the medium between the hierarchies. This lets modders create a custom AI that suits their needs without breaking anything, using a complex or simple set of orders and logic to create new formation behaviours and new tactics using various formation behaviours.


With this, I understand that the ia and her behavior is no longer hardcoded. If this is not so, mike you are right and there is nothing new...

 
Можно ли в конце указать насколько игра готова в % соотношении ?!
 
densplay said:
Можно ли в конце указать насколько игра готова в % соотношении ?!

He asks if it is possible to say how much percentage of the game is completed.

нет брата, я боюсь, что это невозможно.
No bro, I am afraid it is not possible since this is Taleworlds :lol:
 
densplay said:
Можно ли в конце указать насколько игра готова в % соотношении ?!
Not only does this dude ask the forbidden question, but he does so in russian as well...
 
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