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Re: AI Campaign => For a Challenging AI opponent
AI Campaign UPDATE 2.10
~~~~(Release date, soon)~~~~ ================== New* Repair Base Station Component's ~ Des, PTF New* Miniaturized Life Support replacing HLS ~ PTF Revised SYS Component Repair ~ PTF Revised Some Structure KT Sizes ~ PTF Organic Race Facilities fixed and Revised ~PTF ECM VII fix ~Des Medium Tech Starts Fix ~ Des Revised some Fighter Weapons and Tech Requirements ~ GLV Extra levels for the Combat Bridge ~ GLV New* Fighter Solar Collector ~ LAN Lowered Some AI Mine Sweeping Abilities ~ LAN NEW* Finite Friendly Dual Race Class CCs~ DES NEW* Ships Engineering Component ~ Krsqk NEW* Sick Bay Component; Cures level 1 plagues and increased Crew performance. ~ LAN NEW* Basic Crew Qtrs at 5kt. ~ LAN NEW* Religious Culture Centers complete with built in Fate and Nature Shrines. Added some race specific abilities on all Culture Centers. Planet Engineering and Utilization research tree streamlined basically back to default se4. No Warp-Style Games optimized Reduced Sizes and Costs on some Stellar Manipulation Components. Tweaked AI Research and Const Vehicle Files. NEW* Two new Warp Open Components added for Humans Players; starting at Stellar Manipulations Tech ONE. [ April 25, 2003, 21:21: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
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There will probably have to be some combination of shield generation, shield regeneration, emissive ability, and fairly high tonnage structure. The structure shouldn't be too high, though, because it shouldn't outstrip the protection of armor--after all, the point of the component is to survive. http://forum.shrapnelgames.com/images/icons/icon7.gif I seem to recall such a component being discussed in a thread a while back, but I can't find it right now.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Krsqk, This design seems to play well, do suggest any additions or changes? Name := Damage Control Description := Quarters for trained crew members assigned to ships Maintenance and Damage Control Parties. Pic Num := 50 Tonnage Space Taken := 10 Tonnage Structure := 60 Cost Minerals := 100 Cost Organics := 30 Cost Radioactives := 5 Vehicle Type := Ship\Base Supply Amount Used := 0 Restrictions := One Per Vehicle General Group := Construction Family := 352 Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 4 Tech Area Req 1 := Repair Tech Level Req 1 := 2 Tech Area Req 2 := Ship Construction Tech Level Req 2 := 5 Tech Area Req 3 := Advanced Design Engineering Tech Level Req 3 := 1 Tech Area Req 4 := Human Balance Tech Tech Level Req 4 := 1 Number of Abilities := 3 Ability 1 Type := Armor Ability 1 Descr := Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Armor Regeneration Ability 2 Descr := Repairs in Combat. Ability 2 Val 1 := 15 Ability 2 Val 2 := 0 Ability 3 Type := Modified Maintenance Cost Ability 3 Descr := Increases Ships Maintenance Efficiancy. Ability 3 Val 1 := -1 Ability 3 Val 2 := 0 Weapon Type := None [ April 19, 2003, 11:03: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
Damage control, to me would be more like the organic armor regeneration ability.
Put one point on any component that can possibly be repaired during battle, and give the damage control team 20 points of OA ability. When the combat sensors are hit, the damage control team rushes over to fix it. As long as there are only one or two components damaged each combat round, they can keep up. |
Re: AI Campaign => For a Challenging AI opponent
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So you are basically saying put some Regenerating Armor on some key Components when Damage Control tech is reached, for example: Bridge Life Support Crew Qtrs. |
Re: AI Campaign => For a Challenging AI opponent
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The Religious Culture Center is awesome Im going to play another Finite game this time with some Religion http://forum.shrapnelgames.com/images/icons/icon7.gif When are you going to be done with v2.10 upgrade? Looking forward to a No Warp Finite game. [ April 25, 2003, 21:47: Message edited by: Grand Lord Vito ] |
Re: AI Campaign => For a Challenging AI opponent
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I added something extra to All the Culture Centers; Racial and other wise, that may help the Human Player. After the release I am sure their will be tweaks and desires from other Players. I like the Racial Facilities now. With many thanks to PTF, Oleg and yourself of coarse GLV. I am testing the Components File for a few days. This upgrade should be released by the end of the week. [ April 27, 2003, 17:07: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
The only research tree that showed at none was Planet Engineering, and you fixed that.
I like the new Temporals CC, what do you think about a small system intell bonus instead of the Pychic traning bonus on the new Psychic CC? I know theres not much else for Psychics. |
Re: AI Campaign => For a Challenging AI opponent
JLS,
I have looked over your files, and I must say you have done a great job fixing the AI. I was just wondering what your progress has been on the individual races in regards to these files: settings.txt, anger.txt, and politics.txt files. Through my research I found that the main cause for the ai to act toward a human player and the other ai races are directly related to these files. Based on the races that I looked I had some questions for you: 1.Cue Cappa: If another race treats them well, that race will be treated well in return, but should another race treat them badly, they can be quite dangerous. (FROM the general.txt file) Demeanor := Honorable Culture := Merchants Happiness Type := Peaceful Anger.txt File Receive Offer Counter Treaty Proposal := 20 Receive Propose Trade := 15 In this short example, this race will have their anger increase by 20 points if a race provides them with a counter treaty proposal. In the next example if this race receives a trade request their anger automatically goes up by 15 points. If this race is peaceful and will treat another race based on their dealings, the setting just within this one file contradicts the initial concept of this race. Politics.txt File Score Percent For Demanding Tone = 60 By setting it to this value a peaceful and honorable race will start a demanding tone when their race has a score of 600 and the target race has a score of a 1000. If this is a peaceful race why would they start a demanding tone to a another race that is stronger than them? Settings.txt File Get Angry Over Allied Colonizable Planets := True If this is a truly peaceful race then they should not get angry over allies have colonizable planets. This will only increase their anger and not leave much of a difference in anger total and tolerance between an enemy and an ally. Also remember that the happiness type is also based on what the actions of the race performs. This race is peaceful which means it likes treaties and trades but not war. The anger.txt file, politics.txt and settings.txt file should also reflect this. There are many of these issues throught these files for each race. Because of these issues the ai races will always hate not only the human player but the other races as well. I was just wondering your take on these issues and if you planned on addressing these issues in a future update. Thanks again for your hard work and additions to the mod community. |
Re: AI Campaign => For a Challenging AI opponent
Good questions SunDevil.
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If excepted at se4 default that you may be used to; then they won’t get a little ticked when the Human Player just turned down his Military Agreement Proposal to use your Human Resupply Bases when the human countered with a TR. With se4 Anger file instead of insulted he would get happy with a net -3 Receive Offer Counter Treaty Proposal := 0 Receive Accept Treaty := -3 Cue Cappa and the Terrans are Merchants and they feel the Galaxy is for free trade and they want to use your bases. The Cue Cappa may get a {briefly a little} ticked and this is also were that (3%) below starts to add up LATE in the game. But the Terrans who are not Honarable but Aggressive, eventually can get darn right Hostile at times if not allowed use of your bases or star charts. I know I would not be happier if I kept getting turned down polity or otherwise http://forum.shrapnelgames.com/images/icons/icon12.gif In regards to: Receive Propose Trade := 15 This in conjunction with Accept Trade From Friend At Percentage Value or Greater of Received = set at 2 for 1 in favor of AI. Slows down the ability for the Human Player to make constant resource trades with the AI; bleeding his resource reserves just so the that human player can subsidize a LARGE FLEET with those reserves to crush him in the end http://forum.shrapnelgames.com/images/icons/icon8.gif ~ The other entries are calibrated to get the results preferred for this mod. For example Get Angry Over Allied Colonizable Planets := True But also as you may have noticed is only at 3% All though it is very unlikly the Honarable Cue Cappa will break the treaty over Planets,it could get him near brink only very late in the game. Break Treaty Base Anger Level := 70 Break Treaty Anger Modifier Per Other Wars := 40 Break Treaty Anger Modifier For Percent Stronger Player := 250 Break Treaty Anger Modifier For Percent Stronger Player Amount := 50 Break Treaty Anger Modifier For Percent Weaker Player := 50 Break Treaty Anger Modifier For Percent Weaker Player Amount := -20 With other crossed entries involved as well, that we have not discussed. See for yourself, this does work. Percentage of Enemy Planets to consider as Attack Locations for Anger := 5 Is higher, for once the treaty is over, this Prideful Honorable Cue Cappan race will less likly to go back freinds http://forum.shrapnelgames.com/images/icons/icon12.gif ~~ Quote:
Even the Psychotic, Berserk Xi'Chung must use Peaceful do to the se4 default Happiness programming. Demeanor := Psychotic Culture := Berzerkers Happiness Type := Peaceful ~~ Quote:
However, with thousands of entries changes in all these AI files I made , sure there can be typo or a glitz and I am sure a few will pop up, but so far so good http://forum.shrapnelgames.com/images/icons/icon7.gif The Cue Cappa gets along with everybody for most if not all the game, it’s the Violent races that choose war with them more times then not. Now, if you have first Contact the Cue Cappa late in the game they may not like you from the go, then all bets are off, but if they like you and you get any possitive Treaty, it is unlikly they will break it for some time. This AI has been tested and played countless hours in that area and I have received a lot of positive feedback on AI Campaigns AI behavior from the Players. That’s not to say their won't be tweaking, I tweak every update, if not just so the AI won't get stale and or familiar http://forum.shrapnelgames.com/images/icons/icon12.gif ~~~ However SunDevil I still am having complications with the Xiati they are Schemers, I want them to be very friendly and then stab the weakest player in the back, maybe you can help me with this AI, what are your thoughts? [ April 29, 2003, 15:33: Message edited by: JLS ] |
Re: AI Campaign => For a Challenging AI opponent
JLS,
Thanks for answering my questions, I understand your points I guess I have to play with your mod a little more. Anyway, off the top of my head with the Xiati, I would look into the politics.txt file. The anger and the settings file is to generic. Now based on the score percentage, if the Xiati have a high enough score percent in relation to a particular race or group of races that fall below or equal to that score percentage then they would be aggressive. Score Percent to Send Want a tribute := 100/200 Will Send To Friend Want a tribute := True Will Send To Enemy Want a tribute := True Score Percent to Send Demand your surrender := 800/900 (You have this right now at 15)? Will Send To Friend Demand your surrender := True Will Send To Enemy Demand your surrender := True Score Percent to Send Remove your ships from system := 200/300 Will Send To Friend Remove your ships from system := True Will Send To Enemy Remove your ships from system := True Score Percent to Send Remove your colonies from system := 600/700 Will Send To Friend Remove your colonies from system := True Will Send To Enemy Remove your colonies from system := True Score Percent to Send Leave planet := 500/600 Will Send To Friend Leave planet := True Will Send To Enemy Leave planet := True Now based on the score percent, regardless if the weak race if friend or foe the Xiati will not be nice. If the other races are closer in score to the Xiati then the they will not be bothered with these demands. Like I said, this is just off the top of my head and I hope this helps. [ April 29, 2003, 03:33: Message edited by: SunDevil ] |
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