Revolutionary Warfare The AI of Total War (Part 3)
As the core systems of Total War have been established and redefined in the franchise - a point I have discussed in the first two parts of this series - there is always a need to strive for better. RTS games continue to be one of the most demanding domains for AI to operate within and as such we seek new inspiration from outside of game AI practices. With this in mind, I will be taking a look at 2013's Total War: Rome II - one of the most important games in the franchise when it comes to the design and development of AI practices. So let's take a look at what happened behind the scenes and what makes Rome II such a critical and vital step in Total Wars future progression. In part 2 of this series we concluded with an overview of the dramatic changes to the underlying AI systems in Total War with the release of Empire, followed by Napoleon in 2009 and 2010 respectively.
Jul-11-2019, 18:39:14 GMT