Mechanized Assault & eXploration Reloaded



#11 May 17, 2011 12:01 am
mdooligan mdooligan Offline
Approved Member
Registered since: Dec 07, 2008
Posts: 36


Subject: Re: AI for MAXR
Some observations of the original MAX:

All 4 colors have their own AI schemes.

Red is very aggressive and builds so much stuff it crashes the game if you don't stomp them early on.

Blue is less aggressive, a little smarter, so you can let them go a bit longer before they _need_ to be stomped out.

Green has the best AI, but they give up if you're too hard on them early on. Leave them for last.

White. I always play White against the other colors because I think they have the worst AI of the bunch. They crash the game fast if you don't trounce them early. My games almost always end end up with me (as White) against Green, with Red and Blue bases cleaned out but kept for Infiltrator practice. These games can go into 200-300 turns easy, if I cull the Green guys diligently.

To summarize: Interplay must have set up competing crews, each assigned a color, and they figured their strategies independently. I don't know if this is a valid approach for MAXR.
Miven Dooligan
Peace and cheer
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#12 May 17, 2011 7:39 am
beko beko Offline
Developer, Administrator
Registered since: Jun 04, 2004
Posts: 2,279


Subject: Re: AI for MAXR
That's the first time I hear that the colors in MAX are linked to AI behaivor. Seriously. You sure you don't imagine that?
Bernd Kosmahl
"Sir, we are surrounded!" - "Great - we can attack in any direction."
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