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Skoffin wrote: As the only female playing I'm a little surprised I'm not drunk already.
jefjef wrote:Please only quote sources from the uncensored, honest and credible N Korean, Iranian and Chinese news organizations.
The Weird One wrote:I think this is a good idea.
wicked wrote:agreed, I'm scum. vote wicked.
Dariune wrote:Who said thaf > if i dont (f*ck SAKE!!!) go soon shi gfonna get in troubl with Jen. Teehee
I not drunk im tipsy and my key board is shite thats akl
Just to reiterate my position my suggestion is not about AI players. It's an interesting topic, but not for this thread. Perhaps AS players? Artificially Stupid? That describes my zombies pretty well.Twill wrote:Or you could get really cutting edge, set up a rules based system for deciding if they should attack (for an AI coding example, see ... <snip> ... Or there are other systems this could be based on other than territory names or randomly. For example, it could be based on who holds the most territories, who has killed the most natives (revenge is sweet), path of least resistance, path of most resistance, closest target (map makers would have to take this into account in their designs), only attack when provoked (i.e. attack only if attacked first), attack if relative player armies in country being attacked is less than 10% or above 75% (easy pickings vs desperation), set by the map maker ("motives"), randomized motive but announced.
Yes. They would always behave in an utterly predictable manner. (And this will apply equally to maps designed before zombies and those designed specifically with them in mind.) But that doesn't mean you could predict the behaviour with any certainty until it was too late. I'm probably being a bit over the top here, but I think a sub-chaotic behaviour would result. There would be a kind of "butterfly effect" possible in that players could radically change the route of the zombies by attacking tactically.Twill wrote:I think alphabetical territories is a mistake because in some maps (because this feature hasn't been designed for) the computer would always go one way. Always.
I agree that this option would not suit some maps. And certainly some of the newer maps with pre-defined large numbers of neutrals may not be appropriate. Remember that neutral zombies is intended as an option not a default setting. It should be switchable just like Fog of War. Some maps will suit NZ's (Neutral Zombies) and others won't - we all have our preferences for certain game options on certain maps and this intended to be another option.Twill wrote:For example, in midkemia, Qwan starts with 6 neutrals, it would always attack earennial, which would suck to start there, kind of like alcatraz in LA.
And this is where the sub-chaotic behaviour kicks in I think ...Twill wrote:it's just too simple of a system and will get boring after a while, there needs to be uniqueness if not randomness. if you have a classic map, and neutrals end up in kamchatka, they will always attack Alaska, Alberta, Northwest tarritories, greenland, iceland, great britain, n. europe, s. europe, egypt, congo etc etc etc. no matter what the opposition looks like - it's like a one player suiciding in a 3 person stand off - someone always gains and someone always loses, and nobody likes being on the losing side and nobody can control it.
I think it needs less work than you think.Twill wrote:I like the idea, it needs a lot of work before we consider implementing it though

hasaki wrote:I just read your idea I and i dont think it will work. As you said when the N-army reaches 4 armies it will attack. Apart from a dead beating player the
N-army will never have over 4 armies on any one place at any one time.
So I just don't see the point in having something like this unless the N-armies could build up to a sizable force before attacking.

hasaki wrote:I just read your idea I and i dont think it will work. As you said when the N-army reaches 4 armies it will attack. Apart from a dead beating player the N-army will never have over 4 armies on any one place at any one time.
So I just don't see the point in having something like this unless the N-armies could build up to a sizable force before attacking.
If (zombie != 0) { //does not equal 0 is what us paranoid folk do for true
{
Territory x = 0; //need this later
Territory y = 0; //ditto
Neutral Grow All Owned Territories By 1; //autodeploy 1, if I understood that right
Cycle through owned territories; //some sort of loop
{
while (armies > 3);
{
Check borders; //another loop
{
Territory x = current iteration;
if (Territory y < Territory x)
Territory y = Territory x; //ignoring alphabetical preference atm
}
Auto-Attack Territory Y;
if (Win)
Fort All;
}
}
}
Coleman wrote:I'd write this, not for free, but I could write it. It wouldn't be very hard.
The logic...
- Code: Select all
If (zombie != 0) { //does not equal 0 is what us paranoid folk do for true
DiM wrote:Coleman wrote:I'd write this, not for free, but I could write it. It wouldn't be very hard.
The logic...
- Code: Select all
If (zombie != 0) { //does not equal 0 is what us paranoid folk do for true
i was sure 0=false and 1=true
Coleman wrote:DiM wrote:Coleman wrote:I'd write this, not for free, but I could write it. It wouldn't be very hard.
The logic...
- Code: Select all
If (zombie != 0) { //does not equal 0 is what us paranoid folk do for true
i was sure 0=false and 1=true
Close, 0 is false, everything else is true. -33 is true, 42 is true, .02347 is true.
So anything that is not zero is true.
I guess someone could come up with a programming language where that isn't the case, but everything currently written beyond 1 & 0 only (boolean logic) behaves where 0 is the only false value.
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