Smygarn777
Member
- Reaction score
- 6
I had a thought of a new special ai in special ladder maps. an ai that functions differently from the melee ai in 2 ways.
1. the ai is unaware that there are any enemies on the map and acts like there is no one to fight but sends out scouts to confirm this. The scout if it finds an enemy confirms the location which takes a few seconds then returns to the camp to alarm the camp of the player presence. and the alarmed camp will send out raiding parties to locate the enemy base camp and attack it. the difference here is that the base camp is not aware the moment the scout finds the enemy, the scout has to return to the camp first which is a bit realistic. If the scout is slain, the camp will shortly after about a couple minutes send out a search party to look for the missing scout, the search party functions the same as the scout but consists of a group of a few scouts instead. each time the search party is sent out it gets bigger and bigger until its impossible to stop one or more from returning to the camp alive.
2. and two, the creeps are summoned instead of trained in a base camp like the picture below on that summoning circle. to get rid of the summoning circle, destroy the barracks in the base camp, which would now be the graveyard and the temple. The creeps are summoned with intervals of 20-30 seconds depending on the type of creep.
Concerning the buildings is as following:
The Ai's base is preset in the map so it wont have to worry about anything concerning the Building, just whats above. However if all barracks are lost its Beacon will change owner to passive and the base will stop summoning creeps.
(and for you who read this before, Deathknight didnt wanna finish the ai when i told him what he might have been doing wrong).
1. the ai is unaware that there are any enemies on the map and acts like there is no one to fight but sends out scouts to confirm this. The scout if it finds an enemy confirms the location which takes a few seconds then returns to the camp to alarm the camp of the player presence. and the alarmed camp will send out raiding parties to locate the enemy base camp and attack it. the difference here is that the base camp is not aware the moment the scout finds the enemy, the scout has to return to the camp first which is a bit realistic. If the scout is slain, the camp will shortly after about a couple minutes send out a search party to look for the missing scout, the search party functions the same as the scout but consists of a group of a few scouts instead. each time the search party is sent out it gets bigger and bigger until its impossible to stop one or more from returning to the camp alive.
2. and two, the creeps are summoned instead of trained in a base camp like the picture below on that summoning circle. to get rid of the summoning circle, destroy the barracks in the base camp, which would now be the graveyard and the temple. The creeps are summoned with intervals of 20-30 seconds depending on the type of creep.
Concerning the buildings is as following:
The Ai's base is preset in the map so it wont have to worry about anything concerning the Building, just whats above. However if all barracks are lost its Beacon will change owner to passive and the base will stop summoning creeps.
(and for you who read this before, Deathknight didnt wanna finish the ai when i told him what he might have been doing wrong).