Beginnings of a base building AI


I already spend a lot of time with the new base building AI and I even added a little demo to the game.
You can add an AI character in a custom game. The AI will build a castle from a layout.



If you have some cool ideas for castle layouts, please let me know! I want at least three layouts per AI. (15 total)
Every AI schould have different strengths and weeknesses. The strength of the AIs should be sorted like in the campaign.

The AI will for now just build it's castle and recruit builders. The amount of builders an AI has will depend on the diffuclty later.
(easy = 1 builder, medium = 2 builders, ...)

I had to rewrite a ton of code to get this working, I tested a lot but there might be some new bugs.
This was only the easy part, the AI has to manage a lot more.

I habe a few questions how the AI should do stuff:
-Should the main character get revived at the graveyard like the player?

Except from that I changed some other stuff:

Mechanics:

-Changed the angle of the angled view to make placing big buildings easier

Balancing:

-A lot of enemies do now give less gold
-Reduced the catapults range a lot
-You can now build three wells (before it was two) because it was way too hard to get fire under control
-The well worker does now produce four water per workcycle (before it was seven)

Bugfixes:

-The healer doesn't try to heal when walking from now on
-The player can't move so early while building
-When getting water and instantly moving the player slider over the ground
-The market did not work in multiplayer

Files

Voxel Crusade WINDOWS V1.0.1.1.zip 387 MB
May 07, 2020
Voxel Crusade MAC V.1.0.1.1.zip 393 MB
May 07, 2020
Voxel Crusade Demo.zip 635 MB
May 07, 2020

Get Voxel Crusade

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