Sounds effects stopped

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GoodGuy
Posts: 1506
Joined: Wed May 17, 2006 5:36 pm
Location: Cologne, Germany

RE: Sounds effects stopped

Post by GoodGuy »

ORIGINAL: Panther Paul

A save game saves ALL the current game state.

Does that include currently active enemy AI orders/plans? Will the engine pick up these orders from the savegame info and will it continue to execute them without reassessing?
But you will never get two results the same if if keep replaying from a save.

Why, because you, the player, never do the same thing twice, therefore the AI reacts differently each time (friendly and enemy).

The only what to try and get the same result is to not give any orders after reloading, a boring prospect at best!

That's what I suspected when I said that the reloading already kinda triggers different outcomes. Say I've given all vital orders and just sit back for some 10 or 20 minutes (real time) (without saving and reloading) and I just watch the scene without touching anything, the enemy AI will go with the flow. If I reload, I may have additional ideas and be tempted to change something, which will cause the AI to adapt to my moves. That's why I had asked for a fix of the sound-bug for COTA back then, so that people won't be forced to restart the game, anymore.
ORIGINAL: DanO

Thanks for clearing that up. However, surely there's randomness in the AI behaviour?

Pls stop insisting on "your" randomness. lol
The AI actually knows what it's doing. [:D]
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

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"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
DanOppenheim
Posts: 126
Joined: Sun Apr 04, 2010 8:41 am

RE: Sounds effects stopped

Post by DanOppenheim »

If you think that randomness means that the AI doesn't know what it's doing and that my question is unreasonable, then I'd suggest you're clueless about the implementation of game AI. I'd appreciate it if you didn't butt in with pointless disparaging remarks. Ta.
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