Author Topic: Why exactly was Chivalric made an AI type rather than an AI modifier?  (Read 5478 times)

Offline ewokonfire

  • Newbie Mark III
  • *
  • Posts: 25
Have lurked these forums for a few weeks, been playing the game for a few months.  This may be something that the community has argued over for days, but I haven't seen it if so.

What on Earth Murdoch was the motivation behind making Chivalric an AI type when the 'AI modifiers' section exists?  I feel like it's very unlikely that there are many people using single-type Chivalric AIs, but there might be several (myself included) who want to be able to play with dual-type AIs but don't like the stress of having to paranoically defend fabricators.  Now, I understand fab hacks etc exist, but at the end of the day moving chivalry into the modifiers section would be giving players more power to customize their game, which surely can't be a bad thing.

Thanks in advance for any response I may receive.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Why exactly was Chivalric made an AI type rather than an AI modifier?
« Reply #1 on: November 17, 2015, 04:13:51 pm »
Dual-type AIs were added at the same time as Chivalric, for this reason.

There's ultimately no longer a strong fundamental distinction between AI types and modifiers. It's probably possible to have an AI with every single type, though this would murder the interface (and the player).
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Pumpkin

  • Hero Member Mark III
  • *****
  • Posts: 1,201
  • Neinzul Gardener Enclave
Re: Why exactly was Chivalric made an AI type rather than an AI modifier?
« Reply #2 on: November 17, 2015, 04:14:51 pm »
Hello, and welcome on the writer-part of the forum. ;)

Let me introduce myself. I'm the guy that annoys everyone around the place with tons of revamp plans for the lobby. The biggest revamp I'm fighting for is to make all the AI Types disappear and become plots, modifiers and things like that. Now isn't the time for me to fully present this kind of revamp in the details, but just know that you're not the only one over here to think that some stuff in AI War needs to be sorted out.

We're at least two, now. :D
Please excuse my english: I'm not a native speaker. Don't hesitate to correct me.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Why exactly was Chivalric made an AI type rather than an AI modifier?
« Reply #3 on: November 17, 2015, 04:21:08 pm »
One of the AI's plots is to use perfectly reasonable design choices that nonetheless infinitely annoy the inner engineer within most players, so they're too distracted to effectively defend the human race ;)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline ewokonfire

  • Newbie Mark III
  • *
  • Posts: 25
Re: Why exactly was Chivalric made an AI type rather than an AI modifier?
« Reply #4 on: November 17, 2015, 04:34:26 pm »
The biggest revamp I'm fighting for is to make all the AI Types disappear and become plots, modifiers and things like that.

Now that I think about it, that actually makes a lot of sense.  AI types such as the Golemite and One-Way Doormaster could easily be moved into a section for 'extra AI gizmos' or something, and stuff like the Core and Backdoor Hacker could be modifiers.  Add an 'AI Aggressiveness' slider for the Turtle to Mad Bomber, and you're golden.   I will certainly join your noble crusade.

One of the AI's plots is to use perfectly reasonable design choices that nonetheless infinitely annoy the inner engineer within most players, so they're too distracted to effectively defend the human race ;)

How do I lower the intensity of this plot?

Offline Pumpkin

  • Hero Member Mark III
  • *****
  • Posts: 1,201
  • Neinzul Gardener Enclave
Re: Why exactly was Chivalric made an AI type rather than an AI modifier?
« Reply #5 on: November 17, 2015, 04:36:22 pm »
One of the AI's plots is to use perfectly reasonable design choices that nonetheless infinitely annoy the inner engineer within most players, so they're too distracted to effectively defend the human race ;)

How do I lower the intensity of this plot?

Become AI War's designer. Trust me, I'm working on this.
Please excuse my english: I'm not a native speaker. Don't hesitate to correct me.

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: Why exactly was Chivalric made an AI type rather than an AI modifier?
« Reply #6 on: November 17, 2015, 09:57:59 pm »
Become AI War's designer. Trust me, I'm working on this.

You too?

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Why exactly was Chivalric made an AI type rather than an AI modifier?
« Reply #7 on: November 19, 2015, 02:30:17 am »
One of the AI's plots is to use perfectly reasonable design choices that nonetheless infinitely annoy the inner engineer within most players, so they're too distracted to effectively defend the human race ;)
Sounds like my kryptonite.

How do I lower the intensity of this plot?
Watch more television and drink more beer and avoid brain stimulating activity at all cost.
« Last Edit: November 19, 2015, 02:36:49 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!