Posted May 16, 2021 by Space.cpp
Hello everyone.
On the previous devlog I talked about the addition of difficulty levels for the AI player.
These days I ran several tests involving AI on different levels playing 1v1. Strangely enough, the Easy AI was beating the Hard AI! I tested on a larger map and noticed the mistake: The AI default behavior is to attack as soon as possible, while the Easy AI had a "peace" period where it won't initiate invasions. This created the scenario where a rush player meets a turtle player and loses.
This lead me to think in 2 improvements:
1 - Make the AI group a decent amount of units before iniating an attack;
2 - Create profiles for the AI, randomly chosen at the beginning of the game. It would include "Rush AI", "Turtle AI" and "Eco AI", in a rock-paper-scissors mechanic making it more interesting and umpredicable.