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Re: My AI Design Q&A
AI Kamikaze Mine Sweeper
This is indeed, may be the only current approach for base se4. How may ships would you expect to be in your fleet? How many fleets do you expect your AI to make by turn 400? Kami mine Sweepers, what hull would you say would be appropriate and how many Mine Sweeping Components would be installed on a good Kami Mine Sweeper? How many Kami Mine Sweepers would you expect to be Sufficient for one AI fleet? How many AI Kami Mine Sweepers in Total, do you think would be required for all your AI Fleets? Please, do not consider AI vs AI, but consider a good Human Player will have a Solid 100 Mine field probably back to back, for your AI to over come. [ June 12, 2003, 04:12: Message edited by: JLS ] |
Re: My AI Design Q&A
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Now AI Player (1) makes first contact with Player (3) Minefield; about 15 turns after AI Players (1) agreement with Player (2), 6 Systems away from Players (1) Home World. AI player (1) and (3) almost immediately have hostilities. With this scenario how do you think, AI player (1) will use his Mine Sweepers... Please, no whos on first http://forum.shrapnelgames.com/images/icons/icon10.gif [ June 15, 2003, 19:28: Message edited by: JLS ] |
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So I am still testing, but right now I am using a "Kamikaze Attack Ship" class design in a fleet minesweeping and fleet repair role. Fleets are set to be around size 20 at the start to 60 or more in the late game. These support ships have 5 to 10 minesweeping components and 0-2 repair components as they increase from LC to DN. I am putting these in fleets at a 1 to 3 ratio with the main attack ship so far. Overkill for the late game probably, but seems good for late early-mid game when the AI has the most problems with mine fields. If the don't move through minefield flag is true remember the fleet will not move through marked minefield until the minesweeper class clears them. But they will still walk over new mine fields like they are not there. If it is false then you will lose some scouts and colony ships unnecessarily but your fleets should be move straight through. As for the other lone wolf "Mine Sweeper" class ships, they are basically all minesweepers because they are going to die on a large minefield at some point. If they run into a fleet they are toast anyway because they are alone. That is why I called them suicidal. As I said, I'm still testing and this just what I am using now. MB and others have much more experience. Hope this helps. |
Re: My AI Design Q&A
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Either way, once the first ship enters that square and does not blow up then it will most definately clear the minefield marker and move on to the next one. |
Re: My AI Design Q&A
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6) As a human player I can design a ship with a small transport hull that has 5 mine layer components. Since their secondary ability is cargo storage and 150/300 >= 50% then this is a valid design. Is there a way to have the AI design this ship, or is a transport hull forced to have eight cargo storage components for the AI no matter what? 7) Does anyone know how to fix the fact that the AI retrofits ships and then leaves when they are only half done repairing? [ June 12, 2003, 08:46: Message edited by: cybersol ] |
Re: My AI Design Q&A
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Either way, once the first ship enters that square and does not blow up then it will most definately clear the minefield marker and move on to the next one.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">~~~ Quote:
AI setting file: Ships don't move through minefields := True Will the AI player (1) actually? ~ “ once the first ship enters that square and does not blow up then it will most definitely clear the minefield marker and move on to the next one.” It may be recommended with base se4, that you set Mine Sweeper availability to be a high priority tech to Research, if you wish your AI to expand? = Once AI player (1) has Mine Sweeper tech, and a treaty-will this AI move to Player (2) then Un-Toggle the Players (2) minefield and attempt a move to sweep Players (3) minefield? Then, what if… Player (1) had mine sweepers all ready, but had not moved to upsweep players (2) prior to the agreement (Still marked) would a move after this treaty, un-toggle Players (2) Minefield, even if there are still mines present? If so, would Player (1) Minesweepers move in an attempt to sweep players (3) Minefield? ====================================== I assert this scenario, not to be a wise guy, but only that I was on the premise you wanted a un-MODED AI for an unmodded game. Quote:
By this change of the se4 original data, You have in fact made your first MOD to se4. http://forum.shrapnelgames.com/images/icons/icon12.gif In doing this you have changed the way the AI, will intrepid Sceneries, and you may not have the results you would anticipate for that AI. There is a reason this is default false, for original se4. I can assure the default intent of :=False is not to have the AI Sacrifice Combat Ships foolishly in another player’s minefield until all mines are depleted. http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 12, 2003, 17:38: Message edited by: JLS ] |
Re: My AI Design Q&A
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Now their is a trade-off to both settings of ships don't move through minefields. If it is true, then only "Mine Sweeper" Design types will move into marked minefields. Predictable and since they travel alone, they could be prey to an intelligent human opponent. If it is false, then the behaivor is less predictable but the AI acts as though it doesn't know about the minefield. So it sends innocent ships without minesweepers to their demise. So to answer you question explicitly, the AI will move a "Mine Sweeper" design type into the mine field even when set to true. At that point if at least one ship survives, my experience so far is that it will clear the marked minefield. It may be smart and clear these marked minefield when making a treaty, but I wouldn't bet on it. Yes, ship construction, an early weapon, point defense, and then mine sweepers are early research priorities for the AI IMHO. |
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Any thoughts on questions 1-7) from the P&N Master? |
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http://forum.shrapnelgames.com/images/icons/icon7.gif [ June 12, 2003, 22:26: Message edited by: JLS ] |
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