Zombra
An iron rock in the river of blood and evil
that good for his window glass businessThat bad for cars?
that good for his window glass businessThat bad for cars?
USG_Mucifikatorul Seems like you accidentally opened two YouTube channels:
https://www.youtube.com/channel/UCoNuq96ld8j_9UUNL3c7vWA/video
https://www.youtube.com/channel/UCIrmrTOFlHOjSFljU7f9eqA/videos
OP has a broken video now. Maybe you could reupload the old channel's videos to the new one.
In Urban Strife, if there is a zombie pandemic all around you doesn't mean you cannot enjoy an innocent game of Tag. Please don't use the sharp side of the hatchet. It's been known to give strong headaches.
PS: This is a short demo of the civilian A.I. avoiding danger and combat. And yes, please avoid hitting civilians with hatchets. Real ingame ones do more than 1 hp damage.
Curious, do other factions have multiple AI types too? Are there cautious cultists and reckless cultists? Starving zombies, not-that-hungry zombies, brain damaged zombies that can barely walk? Rookie soldiers and tactical geniuses? Etc.Please do note that this is a "Coward Civilian" AI type. In Urban we have "Brave Civilian" AI too, the kind that will rather whoop ass than flee. You will never know who is who, until you bother them. Makes life a bit more interesting, doesn't it?
Curious, do other factions have multiple AI types too? Are there cautious cultists and reckless cultists? Starving zombies, not-that-hungry zombies, brain damaged zombies that can barely walk? Rookie soldiers and tactical geniuses? Etc.
On the subject of AI, what about morale? If you kill 7 of 8 soldiers, will the 8th one surrender/run away? Or does everyone fight to the death for no reason?
Can you take prisoners
As for second question, yes. Most combat missions are annihilation/assassination, meaning that you can either kill all or if you identify the leaders and take them out, the rest of the group will surrender and live.or let people live and still do the mission?
Building an economy around taking prisoners seems like a big development investment for not much return. I'll be happy if enemies run away when they're beaten. I'm just glad they don't all fight to the death like idiots.
Curious, do other factions have multiple AI types too? Are there cautious cultists and reckless cultists? Starving zombies, not-that-hungry zombies, brain damaged zombies that can barely walk? Rookie soldiers and tactical geniuses? Etc.
On the subject of AI, what about morale? If you kill 7 of 8 soldiers, will the 8th one surrender/run away? Or does everyone fight to the death for no reason?
The A.I. behavior is determined at individual level, for all human factions. Probably faction profile will determine to a certain degree the group composition to fit the story, but there will be braves and cowards everywhere.
Individual AI that tries to behave like a real person is great, but how do enemies cooperate with each other to take you on? What do they "know" about your squad's positions and gear setup? How do different "teams" (civilians, bandits, zombies) interact when there is more than one around?
Individual AI that tries to behave like a real person is great, but how do enemies cooperate with each other to take you on? What do they "know" about your squad's positions and gear setup? How do different "teams" (civilians, bandits, zombies) interact when there is more than one around?
For detailed questions about programming and code everyone is welcome to our discord chat where they can talk directly to Razvan Radu, our senior programmer. In that respect I am just a middle man. But don't worry I've forwarded your question to him for now and this was his answer:
Each AI has its own individual shareable memory. They know what they see and hear and share that info with nearby allies if there is any kind of sensor contact. About cooperation, it is not handled by a fully computed simulation but it is rather strategic. There are heuristic functions based on multiple SCORES: who can flank who, how protected is a potential target, ..., all those scores being WEIGHTED by individual preferences: a sniper will try to keep safe distance and good cover, ...
That is cool! Could you say some more about AI decisions under uncertainty? For example, before it sees your entire squad, or after your units have gone out of line of sight, does the enemy know your position, or is it guessing, how does it decide to probe you. Like, you wouldn't assume that there's only one bandit, and they shouldn't assume that there's only one of you either.
Also, there is this common trope in zombie apocalypse fiction where when two human factions fight, the weaker side will try to manipulate zombies to do the dirty work for them. The player can surely do this, but can the AI do it organically?