Latest news

Work has begun on the new Skirmish AI. Building upon the foundation laid by the Campaign AI. See below a GIF how the AI builds a base, you can see one bug still when placing a Windtrap; which has been fixed after I saw it. The new Skirmish AI logic is a bit smarter when placing structures; at first it decides where to put […]
Time flies for sure. Today it has been one year ago I started working on this project again. I started small and only after a few weeks of progress and feeling out where things went I decided to post about this projects revival. Looking back I’m glad I did. It took (a lot) hours of work, most of them in the (very) late hours. […]
I’m working on rewriting the AI, which is quite more work than anticipated. However, I am glad to let you know the AI is able to use the same super weapons as a human player can do. Demo/Playtest session Starting at the moment AI sends Fremen in… Saboteur The AI will select a random structure and move the saboteur into it. Deathhand Same goes […]
After working on the new / campaign AI for a while, and playtesting mission 1 through 5 I wondered how it would play to test the final mission. I made sure the AI could use the super weapons and was curious how tough it would be. This is just one playtest session, in a “release mode” – but needless to say I got decimated. […]
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 […]
I made further changes to the Campaign missions AI and implemented some behavior for mission 1 though 6. I usually test this with debug flags which greatly reduces the balancing of the game (in favor of quick testing). Today I did a playtest session with the ‘normal’ game rules without any debug flags, and I’d like to share this playtest session with you. I […]