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.