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Re: Explanation of AI State??
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> AIC Thread < ---- Quote:
The AI attack Phases. First, the AI needs a nearby enemy system that is ripe for takeover and then the AI's plan is two fold, it will plan and maneuver for the attack. Then Attack (Only IF IT CAN) 1: AI Prepare to Attack state. The AI will prepare a fleet or Fleets if (CAPTURE PLANET is the fleet order of the day) and get ready for an attack on that system. Note: This is why you sometime see fleets just stationed outside its enemies target Planet. Or some obscure warp point. 2: AI Attack State. This is when the AI analyzes whether the Attack is a valid attack or not. If it is a valid attack still, then it is simple; the AI attacks an enemy system with the intentions to conquer it. [ June 06, 2003, 06:58: Message edited by: JLS ] |
Re: Explanation of AI State??
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The AI Infrastructure state is where the AI builds up its planets and concentrate on defending its systems. Quote:
Please post the question on the AIC thread; in the mean time, I will think the answer to your question thru http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 06, 2003, 01:19: Message edited by: JLS ] |
Re: Explanation of AI State??
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Then the AI will go into the Not Connected State. After it opens a warp and only after the scout records a Planet; then it will switch to the Infrastructure State . If after the planets are colonized and (1) becomes true again then the AI will revert back to a Not Connected State . Note: This is why it important to set up your Colonizer Builds in BOTH the AI Infrastructure State and the Not Connected State to a doable entry for the AI in the Vehicle Build file. For example if you have minimums Planets set to high in Infrastructure and Not Connected State. With a few or a many set in the at least, and your AI just switched from Not Connected to Infrastructure, and you already have a few of the wrong type Colony ships Orbiting the Home world, your AI may get STUCK. Not Connected MUST have at least this: Entry x Type ~~~~~~~~~~~:= Colonizer Entry x Planet Per Item ~~~~:= 30 (20 is good for gas races) Entry x Must Have At Least~~:= 0 This way when the AI switches too or back to Not Connected AI state, there is a good chance it will order the appropriate colonizer to be built. ~ Infrastructure Colonizer Types; 60 gas to 80 for Rock Race over 1 is fine. 2 if you want and think you can afford aggressive Colonization, for Must Have At Least entry. ~ The AI will only return to the Exploration AI State and that would be from the AI Defend Short Term State if after (five turns): There is no longer an enemy in or enemy nearby its clamed territory and there is still systems nearby to explore. The 5 turns for the Defend Short term; is there to help Prevent the AI from going into a Premature and expensive Solid Defense State. If as a Human Player, you may think you can exploit this in Proportions or AIC, you cannot… If you hang around the AIs systems with out a Treaty, the AI will continue to build ships and Bases at a reduced PPI and advantages MHAL # until it sends you right back to your Home System, with that AI in close pursuit. This is why in some games, the AI has a very large Ship Count, it is from the AI inter-reactions. In addition, the More ships the AI builds the Higher is its score the more vulnerable you become. Quote:
If you are really trying to follow up on the AI states, try to do this. http://forum.shrapnelgames.com/images/icons/icon7.gif Have all your AI State programming avenues set up in your Vehicle Construction File. Then have the first AI state build one BSY or what ever. The next 2 BSY etc. But differant BSY amounts for each AI State. By counting the BSY being added to the Construction queue, during your supervised AI test game; you will know precisely, what State the AI just switched to. This, works for me http://forum.shrapnelgames.com/images/icons/icon12.gif Quote:
The AI goes into the Prepare Attack State ok and will amass the Ships you programmed for it to have with the (at least of) and the (the Per Planet count) in your AI vehicle Construction File. (Resource reserves Considered of coarse) . However, agreed. The AI backs out of the Attack State sometimes way to cautiously, and this is caused most the time of some other event. (For example: That or another player entered its space, triggering Defend Short Term considerations.) Either way, if the AI does not comply with its original Attack Plans it has just increased its Ship Count by the settings the AI designer considered the AI could afford. With all the benefits, that this implies. Diplomacy, and the newfound localized supremacy options this AI now has for an Incursion State change, until the time that you set in the Race_AI_Settings (((Turns to Wait until next attack := 6))) passes where this AI may start back into Prepare to Attack State, to try the process again and again, until it works or it is distracted by a further prioity... http://forum.shrapnelgames.com/images/icons/icon7.gif Aaron was brilliant the way he set this up http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 06, 2003, 07:08: Message edited by: JLS ] |
Re: Explanation of AI State??
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Re: Explanation of AI State??
http://forum.shrapnelgames.com/images/icons/icon7.gif True, Krsqk http://forum.shrapnelgames.com/images/icons/icon7.gif
The First state is Explore and it will of coarse build the BSY. Basically, it depends on what mod you are Playing…. Proportions and AIC is the only AI that I have done for se4, and both Mods build a lot of BSY’s … You may not be able to have 10 overall BSY in base se4 effectively. I have BSY construction any way in all my AI States. So after changes, if any, are really not an issue. http://forum.shrapnelgames.com/images/icons/icon7.gif For example: With my Current Abbidon Race for Proportions. I would look for: Explore = 4 Ship Yards. Infrastructure: Will increase to 5 Ship Yards. Prepare for Attack, Attack: Will increase to 7 Ship Yards. Secure Holdings After Attack, Incursion: Would only total 6 Ship yards. Prepare for Defense, Defend (Short Term), Defend (Long Term) : Would stay at 4 Ship Yards with the AIs emphasis on building Defense Ships. Not Connected: Would show show by, what the AI is researching, then Building. This method as you could see, can help you determine the AI is functioning the way you want. LINK >> PvKs Proportions ----------------------- For AIC, I just know the changed AI State by the total Ships, Bases even units that just increased in its score totals, at any point in the game. For each of the Races. http://forum.shrapnelgames.com/images/icons/icon12.gif I no longer need to go into the RACE. For example in AIC: A lot of new Ships and Bases (BASE YARDS) means that AI just went into the Attack State. A lot of new ships, Units (infantry) and a few Bases (defense bases) means that AI just went into a Solid Defense State. A lot of ships and no Base means the AI just went into Incursion State... There are many other tell tales as well. In other words if AI Race (A) Just increased new Ships and Bases. Then AI RACE (B) Just increased new ships, Units and a few Bases. Then they are dukeing it out somewhere in the Quadrant... With AI Race (A) having the Initial advantage. ~~~ This can be tracked with view all scores (on). [ June 06, 2003, 14:56: Message edited by: JLS ] |
Re: Explanation of AI State??
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Also, I see an "Incursion" state, but not a "secure holdings after incursion". If incursion is when someone else attacks, then the question becomes how is it different from defend (short term)? http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">JLS, how is the incursion state Different from defend (short term)? http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Explanation of AI State??
Incursion, AI State:
Not a full Attack by the AI Player, but merely an Incursion into enemy territory to destroy his ships, Sats and/or capture colonies. Defend Short Term, AI State: An attack or Incursion is underway by non-Treaty ships in that AI Players Territory. This would be the first stages of the AI Players defense, and will Last about 5 turns. [ June 11, 2003, 17:26: Message edited by: JLS ] |
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