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Re: My AI Design Q&A
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Now I have to figure out what you just typed http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: My AI Design Q&A
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[ June 13, 2003, 22:47: Message edited by: cybersol ] |
Re: My AI Design Q&A
Cybersol,
That is why my Abbidon mine layer design for Proportion may have a shot. Do to AIC's AI programing their little in AIC designs that can "help you with your unmoded AI Designs" |
Re: My AI Design Q&A
They just keep coming! Is anyone reading anymore?
9) Any way to force the AI to do engine retrofits at planets with both a shipyard AND a resupply base? For instance, is there a way to get it to build a resupply base (even though it wants to put only one per system) on every planet with a shipyard? |
Re: My AI Design Q&A
browsing. some of it.
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Re: My AI Design Q&A
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JLS you seem to be the only one that says those ai minesweepers are ineffective. Why is this? What would you say for the trade-offs of the true versus false? What would choose True or False. Quote:
I don’t understand, why would the “Fleet training, need some input from the experts” Does the AI handle Fleet Training operationally different from Ship training? Quote:
How long of a long while, is this expected to Last? 5 turns or 500 turns? 5: Could someone answer 5 please. Quote:
5: Specifics. In the Vehicle file will the AI use the lines after 11? And what of the redundant Colony ships in exploration for example). For example, build some colony ships, build some attack ships, build colony ships again to replace, build support ships, build colony ships again to replace, etc. I don’t understand how this has been answered? Quote:
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Update on the retrofit ship damage front: Ok, the Last few times the AI has done a retrofit, waited a single turn, then sent the ship off. It is not related to repair ability because no repair ability could repair enough components in one turn to fix some of those ships. The ships fly around damaged trying to perform their normal role like nothing is wrong with them. Quote:
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Re: My AI Design Q&A
Still looking for novel solutions to the following AI bugs.
Problem/Bug 3a) Is there anyway to stop the AI from trying to retrofit to a “newer” Version of a ship that is in fact the same as the old Version? This results in ships being wasted just sitting there and trying to be retrofitted but failing because the ships are identical. Problem/Bug 3b) A similar bug where ships that hit the 50% retrofit limit just sit there useless trying to retrofit but failing over and over again. This happens for a long time, sometimes they switch and try to retrofit at a different ship yard with the same result. Problem/Bug 6) As a human player I can design a ship with a small transport hull that has only 5 mine layer components and no cargo storage components but sull fulfills the 50% cargo requirement. Since the mine layers secondary ability is cargo storage and 5*30=150 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? To prove this design works for a human player, do the following. Start up an unmodded game with yourself in command, create a ship design with a small transport hull. Fill with command and control and engines. The "50% of spaces must be used for cargo containers" warning won't let you create the design yet. No add only five mine layer components. The warning disappears, you can create the design now. You need zero cargo components to make this ship. Now try to get your AI to build that same ship. As far as I can tell it is impossible. Problem/Bug 7) The AI will retrofit a ship and then leave before it finished repairing all the damaged components it just created. Since I've have been looking in more detail, I noticed a pattern the Last few time the AI has done this. It does the retrofit, waits a single turn for any repair work, then sends the ship off for duty. The ships then fly around damaged trying to perform their normal role like nothing is wrong with them. Problem/Bug 8) Most ships seems to understand when they are running out of supply except colony ships. Those are really important ships not to stop off and resupply before travelling across the entire quadrant. Is there any trick (before solar collectors make it unecessary) to get them to stop and resupply at a forward system and then go off and colonize. Problem/Bug 9) Any way to force the AI to do engine retrofits at planets with both a shipyard AND a resupply base? For instance, is there a way to get it to build a resupply base (even though it wants to put only one per system) on every planet with a shipyard? Ships with supply storage components at least still have some supply, so this helps this problem some. The only really bad problem is then colony ships because as I mentioned above in 8), colony ships never try to resupply. Even if they retrofit engines at a non-resupply base and have only 500 supply from their supply storage they still head (very SLOWLY) accross the entire quadrant! |
Re: My AI Design Q&A
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