![]() |
The Black Wyrm's Lair Terms of Use |
![]() ![]() ![]() ![]() |
![]() |
![]()
Post
#1
|
|
Forum Member Posts: 126 Joined: 21-March 08 ![]() |
I have rewrote this 5 times because I am non too happy with the extreme game balance problem.
Is there anyway to tone down the power and or numbers of the nuclear skeleton warriors I am facing (at 9th-10th lvl) that does not include playing outside of core rules! HOLY FAK! You see I really hate having to cheat. (PS,,, Vlad what were you thinking)? ![]() (EDITED TODAY GO TO PAGE 3) This post has been edited by Bereth Darkides: May 15 2008, 07:35 PM -------------------- Also known as Warren22
|
|
|
![]() |
![]()
Post
#2
|
|
![]() Master of energies ![]() Council Member Posts: 3327 Joined: 9-July 04 From: Magyarország ![]() |
QUOTE We currently have no idea how to simulate the intelligence of a human - or indeed a worm - on the best purpose-built parallel-processing hardware, let alone in the Infinity Engine scripting language. It wouldn't be needed to simulate human intelligence to make powerful enemies in games, including the Infinity Engine games. Artificial intelligence has serious achievements, and these are applied in computer games as well. In case of the IE games, we're just talking aboutt the decisions of managers, developers and/or others. Including financial decisions (budget, schedule etc.) For example, writing much better AI takes more time and project resources. On top of these, if a game is too hard, weaker players or those who play it for other reasons won't be satisfied. This is profit loss. So creating a difficult game even probably wasn't a goal in advance, or at least, not for the final version (requirements may change during the project). -------------------- Mental harmony dispels the darkness.
|
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 7th October 2025 - 08:51 AM |