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Gamespy has the tenth dev diary from Etherlords online. Nival Interactive's Andrey Emelyanenko talks about what has changed during beta testing and other stuff:
The Beta-test results confirmed that one of the most problematic programming tasks was combat AI. We faced a major problem while coding it, which stems from the fact that each separate combat action entails a huge number of possible variants of the further development of events. Usually, AI should analyze all possible actions that are possible in a particular situation, track them down to their final effects, and choose the one which best suits the final purpose of prevailing over an enemy. However, it turned out that the number of possible events that should be analyzed before making a decision is far too huge to make the right choice in good time. It looks like a huge tree. |
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