Author Topic: some questions about dual AI types  (Read 1041 times)

Offline zoutzakje

  • Hero Member Mark III
  • *****
  • Posts: 1,052
  • Crosshatch Conqueror
some questions about dual AI types
« on: June 19, 2013, 12:06:51 pm »
so I started my first campaign since the new expansion (I love the wheel map type btw, very well done) and I have some questions about the dual AI types. Of all the lobby options, AI types have always been my favorite and now we can play with even more of them in a single campaign :D but I'd like to get a few things clarified.

1. Can you combine all AI types with eachother? No restrictions to AI type difficulty/technologists?

2. Can you give 1 AI 2 the exact same AI types and if yes, what does it do? Would it make the AI stronger/reinforce faster? Would it give more of the stuff the certain AI type has specialized itself in (Raid Engine + Raid Engine = 2 Raid Engines on most of it worlds instead of 1 for example)? Or would it do nothing?

3. Having 2 AI types in 1 AI, how exactly does it work? Let's say you combine Raid Engine with Mad Bomber. Would this AI have Raid Engines on most of it's worlds and send powerful bomber waves? What parts of which AI type gets used and by what degree?

4. Last but IMO the most important question: Will winning a game against 2 dual AI's give you 4 AI type achievements or just 2?

thanks in advance for answering this stuff guys =) loving the new stuff so far.

Offline Arc-3N-4B

  • Full Member
  • ***
  • Posts: 117
  • Artificial Intelligence
Re: some questions about dual AI types
« Reply #1 on: June 19, 2013, 12:16:10 pm »
1. Yes.
2. Yes, but it's exactly the same as if there was only 1, so pretty much pointless.
3. They typically have the advantages, not the weaknesses. If you go up against, say, Mad Bomber/Turtle, it will send Mad Bomber-style waves and have Turtle defenses, as opposed to the No Waves that Turtle gets.
4. Dunno, sorry.

I think this is accurate.
Destroying humanity, one command station at a time.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: some questions about dual AI types
« Reply #2 on: June 19, 2013, 12:24:16 pm »
1 - correct
2 - correct
3 - correct; there are a few specific weaknesses/sidegrades that are "dominant traits" like Chivalric's aversion to attacking irreplaceables and Bouncer's use of normal guard posts instead of WHGPs on wormholes
4 - it should grant achievements for all 4 AI types on a win, if applicable

Glad you're enjoying it :)
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 zoutzakje

  • Hero Member Mark III
  • *****
  • Posts: 1,052
  • Crosshatch Conqueror
Re: some questions about dual AI types
« Reply #3 on: June 19, 2013, 12:28:41 pm »
allright cool, thanks guys =) Time to get myself a whole bunch of achievements then =) dual type or no, I should still be able to beat a 7/7 game.

Offline Fluffiest

  • Full Member
  • ***
  • Posts: 140
Re: some questions about dual AI types
« Reply #4 on: June 19, 2013, 02:55:12 pm »
One quirk: The Assassin's preference for attacking the strongest player and the Bully's preference for attacking the weakest player are recessive traits, so these AI types don't bring anything new to the party other than the 1.25 wave multiplier.