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EQS/Behavior Tree for turn-based strategy

Hello everybody,

does anybody have any experience in using EQS/Behavior Tree for turn-based strategy games?

The game I am working on is a turn-based strategy with movement within a non-grid 3d battle space (up and down stairs, inclines, obstacles etc.), mostly with normal movement modes (walking, running). The battle system runs on basically two variables: movement range and action points in a turn (to execute attacks).

Questions the AI must answer:

  • What is the best target within range to attack?
  • What is the best position to move to use a ranged attack at target?
  • What is the best position to move to use a area attack at targets?

I’m almost sure that I can run the AI for this outside of the EQS/Behavior trees system but would like to know if there is any advantage in using them that I may not know. I have the impression that (for my specific case) the standard AI systems add a extra layer of complexity that is unneeded but it could just be that I don’t understand EQS/Behavior trees fully.

Any opinions are much appreciated.