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Huhnu Alert 3 AI Types, My ideas for new AIs in Red Alert 3
R3ven
post 29 Apr 2010, 19:58
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I have thought for a week or so on how I would make the revised/enhanced/new AI in Huhnu Alert 3. I concluded that my favored way of doing this would be to add 8 new AI divided in two groups that divide into five types.

The two groups are called AI and AIX. This idea, for two groups, was developed from Supreme Commander and to anyone who has played the game, it goes off of the same idea. The AI type, while still powerful, will not cheat in any ways, while the AIX, depending on difficulty level, cheats more and more. The cheating is mostly getting money, but on Brutal difficulty, the AI will be able to produce units 25% faster(this actually only applies to one of the AIX types).

Then, the two groups have 5 AI types. Three that they share and one that is group specific(this is the hardest type). I have been writing descriptions and will post them up at a later time when they are all finished.

The types are done in a similar way to CNC3 and Kane's Wrath.

AI Types:
(Name - Difficulty rating[1 being easiest while 5 being most diffucult])

Balanced - 1

Turtle - 2

Rush - 3

Extreme - 4

Experimental - 5

AIX Types(follows the same set up as the above):

Turtle - 1

Rush - 2

Balanced - 3

Extreme - 4

Omega(Supreme AIX) - 5*

* = Depending on difficulty, produces units faster and for less credits.



I'm starting work on this whenever I have finished the descriptions for each AI, detailing on how each will act. I will also be posting later on how ALL AIs shall act(this is to show enhancements in the current AI to be better than it is).

I'd like as much feedback as possible on this.

Huhnu Alert 3 first release coming by the end of June!

Happy gaming.

(If it is okay, I'll be posting future updates as well)

This post has been edited by huhnu: 29 Apr 2010, 22:54
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