Are you programmer? If you are, then help Dave implement AI in game if is it that simple. If you are not, than better shut up about things you know nothing.. Adding Ai features is maybe easy, but adding it to existing code that is already bad and messed up is headache.. As Dave already said, sometimes is easier to create whole game from scratch than updating it with new features.
Wow, I didn't expect such a hostile response. I'll break it down into parts to make sure I get my point across this time. One last try. The thread is going to die now anyways, judging by Dave's last comment.
"Are you a programmer?"
Yes, I'm a software engineer and a business owner, like Dave, actually. I never claimed to be anything else. Learning about history and playing strategy games just happens to be my hobby since I was a teen. So we both like atwar... one fewer reason to hate each other.
"If you are (a programmer), then help Dave implement AI in game..."
Definitely not helping Dave (the game, rather) out of spite, although I would be open for it, that's up to him, not me (...) and I highly doubt he couldn't find someone for the job if he wanted to. Additionally, that's not the appropriate format to approach this anyway - there's no API or a modding toolkit, atwar is a makeshift game in the browser with clearly outdated tech, you know.
"...if is it that simple. (adding AI to the game)"
I never said it is simple. I always emphasize that it is difficult, I just tend to bring it up as an example because I genuinely believe it would vastly improve the game and it's something I - personally - want to see. Basically if you read my very first comment in this thread, I also claimed there that I'm aware of the difficulties.
"If you are not, than better shut up about things you know nothing.." ->
I already clarified that I am, so the conditional is false... you may or may not read this paragraph
I will not comment on the shut up part, however, my knowledge in game development is OK. It's neither expert nor rookie level. All I know derives from my years of experience playing strategy games and what I know about programming in general. In other words, I never tried to sit down and create a game myself, but I have a deep understanding of the technical background, if that makes sense. As an analogy: like an auto mechanic who specializes in repairing Porsche vehicles, but he could also look into a BMW's issues, given he's exercising a little caution and studies the specifics beforehand (...) the result won't be perfect, but he can deliver results consistently at the least.
"Adding Ai features is maybe easy, but adding it to existing code that is already bad and messed up is headache.."
I would say it is the opposite; creating a complex AI bot for a task is much harder than integrating it into a pre-existing ecosystem (the game in our case). In terms of programming, it could be compared to the difficulties of hosting/operating a website vs making a blank html website for your IT teacher in school, or turning a singleplayer game into online multiplayer. If you specifically referred to the optimization part though and you are also speculating that the game's code is this messy, then both aspects are difficult indeed.
"As Dave already said, sometimes is easier to create whole game from scratch than updating it with new features."
I have no idea what Dave did or didn't say in this regard, but I can fortunately tell you again, this is precisely what I said in my first comment in this thread:
'Implement some of the suggestions that people keep pushing in a feedback format for years. Adding bots for instance - I know it is a huge challenge programming wise.'
As I explained earlier, this is something that I genuinely believe to be an incredibly good addition and I have a subjective bias for it. If you read this carefully, you will notice that you could replace this sentence with
'add custom strategies in the map editor' for instance, and my point would be the same - to make updates to the game at ANY scale because it has been stalling for years. It was Sphinx who derailed my original message because I made the mistake of quoting him. It's also very likely that he doesn't even know about my first msg, he just jumped on me without prior knowledge.
I also said the following:
'Alternatively, you could keep the existing IP and make atWar 2. That way, the core legacy playerbase (veterans) could stay here and enjoy the game until they (or you) see fit.'
I think this clarifies to you that I'm aware it might be easier to do. But then do it, stop sitting still. Don't let it stagnate until there's no players left. A videogame is not a Disney movie that you can remake in live adaptation to refresh the copyright ownership 60 years later. That was my whole point with this. Lecturing you, Sphinx or Dave about programming was not on my bucket list. I'm also pretty sure Dave could do it better than me - he knows much more about the game's code and his experience with game development is surely higher than mine (which is nearly zero, quite easy to beat).