Scripted AI

Started by Enquandriant, August 05, 2016, 02:26:42 PM

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Enquandriant

There should be a scripting system for the AI of our settlers.
As in, there should be an option to completely replace the options provided for allowed locations, clothing, and priorities, complete with an advanced event handler.
We should define events, and times, and other conditions and allow the ai to follow the script.
We should be able to indicate how they hunt/fight, we should be able to determine what they will do in emergencies.
We shouldn't have to do anything when being raided beyond having prepared in our script our AI's ability to handle it, outside of us maybe specifying locations for them to hide or move to. But even that, and finding cover, should be something we can hopefully specify to them.
We should be able to say
if(time>=0200 && time<=0600) {
settler.equip(rifle)
settler.mode=recruited;
settler.allowedPostitions=GuardTower1;
settler.task=GuardDuty;
}
or something to that extent in a settlers ai script and they should now go guard or take watch.
I think this level of complexity/progromatic  micromanaging would be amazing, it would allow us to program off some repetitive tasks and keep our focus on the colony as a whole, as opposed to what each individual settler is doing at every waking moment
edit: as a note, i think this scripting should be able to be updated live from an interface within the game, taking Providence over any options we set for our settlers in the already provided options menus

Listen1

I like this as a concept, but this could get a little messy for new people who don't know the game. Also, I wouldn't use the script to defend my colony because I love the idea of the tatics combat, spreading my colonists etc.

If you could better manage what a pawn will do with the current setting "Work tab, areas and time schedule". I would like the time schedule divided in categories (work 1, work 2, work 3, anything, joy, sleep) and with the possibility to set which zone they will work during what time.

Settler wakes up
Does anything for 2 hours
Start work n°1 (Hauling) in zone number one (The Farm and the Kitchen) for 3 hours.
Start work n°2 (cooking) in zone number one for 4 hours
Does anything for 1 hour
Keep work n°2 (cooking) in zone number one for another 4 hours
Start work n°3 (Cleaning) In the zone number two (Kitchen and until the bedroom) for 2 hours
Go to Sleep.

I believe we will find the same result, using the tools already inside the game or scripting what the colonist will do. But this tools the game already have should be enhanced for this to happen.

Ah, welcome to the forums!

Enquandriant

I'm not against strengthening the tools, I just want an option that is more powerful as well.
Because even through strengthening them we can't define complex behaviors for combat. Maybe define a concept of cover and things that we can specify how to use and other behaviors in combat (support/lay surpressive fire for X, follow X, charge enemies, hide and wait to sneak up on them)

as for the idea of guard posts I said, which I'd love, we'd have to change how the event system works. We would need some sort of fog of war and no notification or notification without determining where an attack would come from. That we'd need to consider security, where enemies might come form, different tactics for different enemies.

And thank you! I preordered the game but I never really posted on the forums before..

winddbourne

I like your suggestion Flying Rockbass. If we could combine the scheduling, zoning, and priority systems into something more functional that would be amazing. Though what we have still beats using Dwarf Therapist to hack the program, and is even a bit nicer than the similar system currently in place for Stonehearth. lol :)

Listen1

Quote from: Enquandriant on August 06, 2016, 08:35:58 PM
I'm not against strengthening the tools, I just want an option that is more powerful as well.
Because even through strengthening them we can't define complex behaviors for combat. Maybe define a concept of cover and things that we can specify how to use and other behaviors in combat (support/lay surpressive fire for X, follow X, charge enemies, hide and wait to sneak up on them)

as for the idea of guard posts I said, which I'd love, we'd have to change how the event system works. We would need some sort of fog of war and no notification or notification without determining where an attack would come from. That we'd need to consider security, where enemies might come form, different tactics for different enemies.

And thank you! I preordered the game but I never really posted on the forums before..

You are welcome! But unfortunetly fog of war is something it will not hit the game, the dev himself said so. Maybe a thicker fog that makes it harder to see creatures and raiders after they deploy. Like a random event.

Some events like theft, assasins, or predator creatures that hide themselves is also something that would be good to create a guard duty.

JesterHell

I'm fine with this being a modding thing but not during play as an aspect of colony management, your colonists are not robots you program but "people" with their own thoughts and feeling and player control over them should always be abstracted to a degree IMO.