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RE: XConq AI
- To: xconq7 at sources dot redhat dot com
- Subject: RE: XConq AI
- From: "Burke, Byron" <BurkeB at bvsg dot com>
- Date: Fri, 16 Mar 2001 13:27:07 -0600
I'm also interested in the answer to this question and a related one. I
generally play the standard game and I'm having trouble finding a
combination of options / advantages / world size that provides a challenging
game. It seems that either I cream the computer or it overwhelms me (and I
can usually predict which will happen in 50 turns or so).
Has anyone found a combination of options that works well for you?
> -----Original Message-----
> From: gbisset@juno.com [SMTP:gbisset@juno.com]
> Sent: Friday, March 16, 2001 09:35 AM
> To: xconq7@sources.redhat.com
> Subject: XConq AI
>
> Gents,
>
> Thanks for your help with the combat question. I am also very interested
> in anyone's opinions of the xconq AI. I plan to work with it until I can
> get an AI that can be used for solo miniatures battles. It would have to
> be challenging, and be programmed to keep its units in a reasonable
> formation, to use the available terrain, and then try to drive me from
> the battlefield in a fairly unpredictable (random) manner.
>
> Can anyone suggest any examples og games where the AI performs extremely
> well, or have any other ideas on the subject?
>
> Thanks,
>
> George