ZX RULEZ

ZXNet echo conference «zx.spectrum»

From Vyacheslav Mednonogov To All 1 July 1997


Get Msg, Kirill!

23 Jun 97 18:48, Kirill Chubenko (812/18.00) reported by Vyacheslav Mednonogov about
{ZX RULEZ}:

KC> As you probably know, the Omega group has a projectic (Civilization),
KC> 2) Almost complete absence computer logic. So - if it’s not
KC> difficult, please share your notes on this issue.

I don’t know how things stand in Civilization. It is turn-based, so it is difficult
to say.

In the Black War, the computer will act approximately according to the following plan:

- all units will be divided into “permanent” and “additional” composition.
- permanent - those that are placed on the map before the start of the game - guards
and peasants. The peasants are pre-divided into gold/timber miners and, possibly, repair workers. New peasants do not appear. If they die, new ones are generated. In case of death, security is not restored (usual difficulty level),
or is restored (increased difficulty)
- additional ones appear as the game progresses (as resources accumulate or
after a certain time or ...) and form attack groups. Upon reaching
a certain number of additional units, they all go on a campaign of conquest
(the goal is most often a "town-hall", but not necessarily).

Each enemy unit has a special field in its descriptor, whichindicates
what he does (for example, for a wizard - indicates the type of spell in which
he specializes). Another field indicates what he is actually doing. As long as
it is not 0 (the task is running), the computer does not touch this unit. As soon as
a task is completed/interrupted by external influences, the computer will try to "find
a job" for the unit, based on its professional preferences. The exceptions
are guards (they look for work themselves, scanning around) and
additional units until they have gathered the number necessary to start
the campaign.

Something like this. But, of course, options are possible.


Warm greetings, Slava!