In Dune 2, generally when the enemy AI has not yet detected the human player it will be passive. Usually due reinforcements the AI will have “detected” the human player and begins its attacks.

One of the reasons is to give the human player some time to build a base and economy to counter any attacks.

Although this will work, I felt it would be a nice addition to let the AI ‘scout’ for the human player as well. This had two purposes for me:

  • it makes more sense to have the AI ‘search’ for the player
  • it would be a challenge to add a second kind of AI “mission” (next to the “attack mission”) and have one mission influence another

It also meant the AI had to have some sense of ‘peacefulness’. So now the gist of it is:

  • AI is ‘peaceful’
  • AI has a timer to do nothing

Unfortunately so far I noticed that whenever the mission contains reinforcements that the scout mission is usually not executed. When I disable the reinforcements it works fine though.

However, the nice thing about the AI rewrite now is that I could use this mission for Skirmish AI as well, even though the Skirmish AI still needs to be (re)written.


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Version 0.6.0 – YT Demo
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Hey #IndieDevHour,
I'm excited to announce that I'll be releasing #UnDUNE2 THIS weekend! 😅🗓
It's a full #Pico8 demake of the classic "DUNE II" game, which I've been working on (+off) in my spare time, alongside @gruber_music

#IndieDev #GameDev #PixelArt #RetroGaming #DOSgaming

TIL: It is not required to have beautiful code to have a succesful #indiegame. Whenever I think my code is bad, I look at VVVVV's code and imagine that code is but a part of the whole and not required for success :) (see

Testing AI is sometimes hard in debug mode. You get nuked within minutes. But I got to see what I wanted, (Harkonnen response on me attacking/approaching their base). Which is ok! :) #gamedev #indiedev #d2tm #dune

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