Reading over the 'Cover script' idea i had another idea about advanced AI.
Basically i had the idea about AI groups that use the terrain in a more intelligent way. As we all now, human players will use the terrain to get an advantage - high hills to watch a wider area, thick woods to hide from airunits, villages for cover against enemy tanks, canyons for laying mines, base places that can be defended quite good etc etc...
Even IF there would exist a script that would 'show' the AI where such important places are, it would require a huge amount of cpu resources just to 'calculate' the appropiate places for certain units (a sniper wouldn't want to go into the middle of a forest).
My idea is simply like that:
a.) The map editor marks the spots for the AI. Spots are hardcoded by coords.
b.) Spots are named after their purpose, so the AI 'knows' how to use them (Hill, Forest, Village, GasStation, BasePlace, MinePlace, Airfield... )
c.) Ingame there is 1 script running that tells each AI group what spots are near.
d.) Since the AI can't 'understand' what to do at a spot named 'Hill', there is some sort of translator-script needed that will take into account WHAT the group consists of (tank, soldier, sniper, ship). Depending on that, the script tells the group what to do at the 'hill' spot:
- A sniper would 'want' to move there, then lay down and watch the area without fire.
- A tank would move onto the hill to shoot at a known target in the valley behind the hill.
There are far more things possible, but it's a lot of work to script all this. The main purpose is to 'navigate' AI groups by a network of hardcoded spots, covering the whole battlearea / island. Units would move through forests and villages, instead of using a direct line between 2 points. If the next spot is considered 'enemy', the AI could even force the groups to stop and 'secure' the nearest spot nearby.
That's the idea: a network of spots, telling AI groups where to go and what to do there.
Comments ?