Hello,
If you consider all the scenarios available for CO2 (the battle packs and what is at the community created ones at the Steam Workshop), I would like to know what (if any) scenario specific "AI scripting" may have been coded by the scenario designers themselves for each scenario created. Or is it the case that the CO2 engine itself has all the "smarts" needed for the game to interpret any given scenario (map, unit, objectives etc) to "automatically" generate and direct the CPU opponent a player faces when playing CO2 single player (any side)?
I want to understand what is "driving" any/all of the higher level CPU opponent moves of ANY CO2 scenario and HOW that is achieved by the game (I understand that the game engine automatically creates all the "sub-orders" once a higher level order is given.)
What part (if any) does the scenario designer have in influencing, for example, the high level planning of the CPU opponent in any given scenario?
Bull
If you consider all the scenarios available for CO2 (the battle packs and what is at the community created ones at the Steam Workshop), I would like to know what (if any) scenario specific "AI scripting" may have been coded by the scenario designers themselves for each scenario created. Or is it the case that the CO2 engine itself has all the "smarts" needed for the game to interpret any given scenario (map, unit, objectives etc) to "automatically" generate and direct the CPU opponent a player faces when playing CO2 single player (any side)?
I want to understand what is "driving" any/all of the higher level CPU opponent moves of ANY CO2 scenario and HOW that is achieved by the game (I understand that the game engine automatically creates all the "sub-orders" once a higher level order is given.)
What part (if any) does the scenario designer have in influencing, for example, the high level planning of the CPU opponent in any given scenario?
Bull