- How are you gonna make sure that the height map is generated in such a way that AI opponents units can actually reach the player via land or navy without sitting on an unreachable plateau or behind a small pass that fucks with unit pathing or in a lake that is nowhere near the player?
- How are you gonna determine where to place the objectives and how are you gonna make sure that an early objective is easier to reach than a later or main objective?
- How do you know where to place AI buildings defenses and how many? They may get placed behind hills and shoot hills all day if you don't have a solution for this.
- How do you know how fast the player is likely to expand and therefore how strong the player is likely going to be at what time so you can generate your AI to have an appropriate unit composition at that time?
- Do you just want to throw random tasks at the player? I would expect a "campaign" to have a narrative that makes sense, you cannot generate that, so "campaign" is probably not the right word to describe this.
It basically boils down to:
- How the f*** do you make sure that this is balanced according to the selected difficulty, so that it is actually fun to play? Because this is map dependent, and you want to randomly generate the map?! And the AI buildings?! And the AIs actions ?! You will end up with real balancing problems. Its already hard to balance non-generated campaign missions.
You know you could probably find enough hard challenges here to write multiple PHD thesis on this thing.Statistics: Posted by Katharsas — 07 May 2020, 18:32
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