I'm building a 4x space game and I'm using behavior designer for my AI.
My individual units use their own BT which is fine and I can easily develop them.
I am now in the process of looking into building an overall AI that dictates the behavior of the AI player in general.
For example, I'm looking to build a tree that helps the AI behavior into making decisions what to do in the short term in order to fulfill a long term objective.
My AI players have a personality so some will be focused towards military while others towards diplomacy.
For example some AI will start by building a space port so it can start building mining ships so they can gather resources to build weapons and more ships.
Another AI will also build a space port but instead of building a miner, it will start creating a trader ship so it can look for trading opportunities to make money.
Another AI will focus on a research ship to research other systems.
That's just one example.
I'm basically lost into finding a proper way to model complex long term goals into the BT. If an AI is aggressive, it will focus on military but it will still need to put some focus in the diplomatic part of the tech tree as well in deciding on the diplomatic objectives in game. It will also need to research other systems and so on.
In the same way, a diplomatic AI will still need to build up a military stronghold so it can defend/attack if it needs to.
Any tips on how I can best model such behaviors in behavior designer?
My individual units use their own BT which is fine and I can easily develop them.
I am now in the process of looking into building an overall AI that dictates the behavior of the AI player in general.
For example, I'm looking to build a tree that helps the AI behavior into making decisions what to do in the short term in order to fulfill a long term objective.
My AI players have a personality so some will be focused towards military while others towards diplomacy.
For example some AI will start by building a space port so it can start building mining ships so they can gather resources to build weapons and more ships.
Another AI will also build a space port but instead of building a miner, it will start creating a trader ship so it can look for trading opportunities to make money.
Another AI will focus on a research ship to research other systems.
That's just one example.
I'm basically lost into finding a proper way to model complex long term goals into the BT. If an AI is aggressive, it will focus on military but it will still need to put some focus in the diplomatic part of the tech tree as well in deciding on the diplomatic objectives in game. It will also need to research other systems and so on.
In the same way, a diplomatic AI will still need to build up a military stronghold so it can defend/attack if it needs to.
Any tips on how I can best model such behaviors in behavior designer?