So let's look at the subsequent releases in the franchise and watch the evolution of war take place. But this is just the beginning of a long journey improving and rebuilding the AI systems behind the franchise, both from within The Creative Assembly itself, but also from the Total War fanbase. I concluded part 1 with 2002's Medieval: Total War: a game that refined and improved the core systems Shogun established. Shogun defines three specific layers of AI systems: the unit AI that controls individual troops and keeps them in formation and on point, the combat AI that groups and sets formations to units and the campaign/diplomacy AI that conducts the turn-based strategy seeking to take control of feudal Japan. In part 1 of this series I looked at Creative Assembly's 2000 release Shogun: Total War - a game that redefined real time strategy games. Welcome to part 2 of the AI of Total War.
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