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-   -   Note from MM - AI MODDERS MUST READ THIS (http://forum.shrapnelgames.com/showthread.php?t=1389)

jowe01 January 15th, 2001 06:38 PM

Re: Note from MM - AI MODDERS MUST READ THIS
 
Most said, let me just reiterate my 2 main concerns:

1. AI does not press its advantage
2. AI still attacks with clearly too small fleets, sometimes with single ships

jowe01 January 15th, 2001 06:59 PM

Re: Note from MM - AI MODDERS MUST READ THIS
 
Just read some more Posts at this board, thought about my Last games and concluded: inconsequence and lack of force concentration ARE the main things everybody is complaining about. I mean, all the AI's logistic errors hurt them, but these are what makes them victims instead of adversaries

[This message has been edited by jowe01 (edited 15 January 2001).]

Jubala January 15th, 2001 08:48 PM

Re: Note from MM - AI MODDERS MUST READ THIS
 
You're right there Jowe01. And when the AI does realize it's forces are inferior and doesn't attack, don't stay right next to the superior enemy fleet to wait for reinforcements. Talk about your sitting duck. Go meet them! Jump into the next most important system in the line and wait there. Most players are reluctant to warp into enemy space without probing first.

Edit:
Force concentration should be done in safe areas, not at the front. Concentrate, then move to the front. Not the move to the front, concentrate. That way we just pick them off when they come walsing in as singletons or way to small fleets.

[This message has been edited by Jubala (edited 15 January 2001).]

Jubala January 15th, 2001 09:07 PM

Re: Note from MM - AI MODDERS MUST READ THIS
 
Just remembered something that has always bothered me about the AI in tactical combat (and strategic). When it attacks one of my major worlds with several base space yards in orbit it doesn't destroy them although they are practically sitting ducks. It shoots at my ships until it can range on the planet and then it just forgets anything else is even there. It keeps shotting at the planet even long after all weapon platforms are gone and it can't shoot back while my remaining ships, sats and armed bases pound it's ships to scrap. It should realise what a heavy blow destroying my base space yards would be and do that! I do it all the time. It should also realise that it's getting killed by things that shoot (my ships) while it is shooting at something that isn't shooting back (my planet).

I also think that when it attacks a planet heavily defended with weapon platforms and it has no chance of destroying the platforms before it dies it should stay out of range and just blockade the place while waiting for backup. If the enemy comes with a stronger fleet before backup arrives, leave.

Oh, this isn't really AI oriented, but I would love a ship/fleet command called "Done" that removes that ship/fleet from the next/previous line (whatever) for those times when you want to leave it somewhere but there are enemies insystem so sentry doesn't work. A guard command would be good too so you don't have to click done every turn if it's a drawnout situation.

Conditional orders would be good too. You know, a bunch of "if this do that" and a catchall "else do this" for all situations not covered by the "if this do that" orders. That way we could give "Blockade until enemyfleet of strenght X or more arrives, the goto Y" kind of orders.

Back to AI issues. Um.. Don't have anymore at the moment.

Mephisto January 15th, 2001 10:54 PM

Re: Note from MM - AI MODDERS MUST READ THIS
 
The behaviour you describe is a problem of the strategy.txt. I have changed this for the EA already but it does not work at the moment, only the default-file works. And I won't change this.
BTW: The "flag" weapon platform for targeting would be a real good idea and solve a bunch of problems with planets at once.

Tampa_Gamer January 15th, 2001 11:33 PM

Re: Note from MM - AI MODDERS MUST READ THIS
 
One of my suggested fixes to MM that was e-mailed Last month was to include a target priority in the strategy file called "weapon platform" (see #20 below) - we will see if it makes it in the next patch!

[This message has been edited by Tampa_Gamer (edited 15 January 2001).]

Daynarr January 15th, 2001 11:34 PM

Re: Note from MM - AI MODDERS MUST READ THIS
 
I am not 100% sure about this but I think that the game is not using Default_AI_Strategies.txt file located in 'AI' folder at all (maybe is a leftover from some older Version?). It is apparently using DefaultStrategies.txt in the 'data' folder. DefaultStrategies.txt seems to have more recent information inside (stuff like breaking formation flags, short weapons range etc.). I have also tried to remove Default_AI_Strategies.txt from 'AI' folder and the game was acting like nothing happened.
That is most likely the reason why we can't use race_AI_Strategies.txt for our mods - the game isn't using the default one.

[This message has been edited by Daynarr (edited 15 January 2001).]

Tampa_Gamer January 15th, 2001 11:57 PM

Re: Note from MM - AI MODDERS MUST READ THIS
 
Daynarr - that makes sense. I put a few new strategies in there as well (defensive posture, special priority targeting, etc.) and none of it is working - even in the \data folder for the human player! Have you had any luck with the "human" strategy folder in the \data folder? I put some additional strategies in there as well, but having trouble getting them to function correctly.

Daynarr January 16th, 2001 01:02 AM

Re: Note from MM - AI MODDERS MUST READ THIS
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Have you had any luck with the "human" strategy folder in the \data folder? I put some additional strategies in there as well, but having trouble getting them to function correctly.<HR></BLOCKQUOTE>

Nope, haven't touched that one yet. But I was planning to in the near future.

Tampa_Gamer January 16th, 2001 02:23 AM

Re: Note from MM - AI MODDERS MUST READ THIS
 
Wow - jpinard, you have been busy over the weekend! Anyway, here is a list of AI concerns from my earlier post organized by subject area:

QUESTIONS/POSSIBLE BUGS

(1) [AI Strategy] There are currently two "Strategies" files - one in the \Data subdirectory and one in the \AI subdirectory. There are a number of additional strategies in the \Data file. Perhaps it would be easier to use one? Also, the AI will only use the default, even if you place a "[RaceName]_AI_Strategies.txt" in their particular \Pictures\Race subdirectory.

(2) [AI Design/Strategy] The Strategy "Kamikaze Attack" is not used by the design files, they make a call for the strategy "Ram" which is a movement strategy. However, even when I change the design to use "Kamikaze Attack" or other user-defined strategies, the AI always picks "Optimal Firing Range" - are these files broken?

(3) [AI Retrofit] If designs are the same and the "Retrofit Minister" is ordered to upgrade, the ship is caught in a loop until there actually is a "real" design change. I do not think the AI is using this ship while it is under the control of the "Retrofit Minister"

AI RELATED PROBLEMS WITH SOME SUGGESTED FIXES

(1) [AI Intel Projects] The AI needs a file similar to their research file, but for intelligence projects. This file would look to the same AI states and cycle through available AI projects BUT limit the number of simultaneous projects similar to the research file (i.e. 25, 33, 50, 100, etc.). This would result in (A) certain races using neutral, aggressive or defensive intel projects in line with their demeanor and (B) prevent the current problem of AI races having 12 projects at a time running!!!

(2) [AI Planet Types] The current file appears to rely upon a "relative" comparison. I have been trying to tweak this file for the past month with no luck. I realize you left it relative b/c the "Settings" file allows players to tweak the max/min resources for planets (but are people really tweaking this parameter?). However, the AI choices for planets are not as efficient as they could be (and frankly most of us cannot figure out how they make some of their choices). I would suggest fields for "static" comparisons so that if a planet is "Mineral 85%" (regardless of other resources) the AI player will logically make it a mineral planet (currently can only pick if 101 or greater). I think the majority of fans would gladly sacrifice the ability to tweak this particular Settings parameter in return for a much more efficient AI.

(3) [AI Construction Queues] Even if the AI has ample resources available, it does not fill up its construction queues for either planet facilities or vehicle construction - this results in considerable inefficiency. I often use the "Players" options to verify my modified AI files are functioning and for all empires this is true - most of the time they are completely empty. Perhaps when the AI construct files, it only executes a set number of entries at a time for its empire?

(4) [AI Diplomacy] Add a short distinct .wav file that plays when the button is pressed on the log file for a message from a particular race. I think this would be fairly easy to implement, but will go a long way to developing distinct personalities among races. You can put a placebo empty .wav file there for now until you have time to expand the music (the modders will fill in the music in no time for you!).

(5) [AI Diplomacy] Should be a penalty for asking for a treaty every turn. I know the xenophobic races have this built in, but even the Eee should be pissed-off if you ask for a treaty every turn for 20 turns!

(6) [AI Diplomacy] Players can promise to trade xx resources with a race, but actually not have that amount available to transfer when the turn executes. The race currently makes a decision based on the amount promised, not amount the will actually receive.

(7) [AI Diplomacy] Players should be penalized for ignoring any message (even if it is a general message, players should have to send a general message back). This would make diplomacy better.

(8) [AI Diplomacy] If I accept to break a treaty or declare war, have it automatically happen.

(9) [AI Diplomacy] If I promise to support in war, the AI should at least take a look and see if I have had a battle with the target race in xx # turns.

(10) [AI .emp Files Missing] The Last patch did not cure the problem of several .emp files missing for 8-10 of the races - I can provide list if needed.

(11) [AI Fleets] Non-direct combatant mine-sweepers, transports, colonizers, boarding ships, troop transports, etc. do not appear to be joining fleets for protection. Could there be a toggle or flag field in the design file to indicate whether a design type should seek a fleet? - however, I suppose this might confuse the ministers. . .

(12) [AI Fleets/Design] Since the design types for the AI are rather strict, we need one additional - call it "Support Ship" this class would always be assigned to a fleet (perhaps limit # in the fleet) and would contain supplies, solar collectors, repair facilities, quantum reactor, etc. - More in line with what human players do.

(13) [AI Design] The AI appears to make a new design for Attack Ships, Satellites, Defense Ships and Weapon Platforms just about every turn (for some races - I have not isolated why yet). This in turn leads them to run out of design names very quickly (as well as taking up processing time). Also, when design names run out, they stop making designs is this the intended result or perhaps they could call them I, II, II, etc. with each successive loop back to the beginning of the file.

(14) [AI Design] There is no "defense ship" design in the AI even though there are calls for it in the construction ques. I made a design nonetheless (AA and repair), so its not a big deal to me personally.

(15) [AI Design] If the AI places larger mounts in a design and still has enough space for normal mounts, it will not "flip" back to normal mounts to fill the extra space.

(16) [AI Design] Design files are still using the old ability name for "Combat to Hit" modifications. A search and replace needs to be done on all the files to replace them with the new ability names.

(17) [AI Design/Construction] AI should re-evaluate xx number of years whether to (i) retrofit ship to newest design type, (ii) auto-upgrade facilities and (iii) re-evaluate planet type and production after significant amount of time passed to make sure still efficient.

(18) [AI Pathfinding] When the AI encounters a blacked path (e.g. non-combat ship entering warp pint with enemy sats) it will use all remaining points going back-and-forth between two points next to it.

(19) [AI Game] The AI does not appear to be cloaking its ships/sats when it has the ability. I suggest that the AI always leaves their ships cloaked until such time as they trigger the "low supplies" flag- at that point they can be turned over to the Supplies Minister for resupply.

(20) [AI Strategies] Should be a "Target Priority" for Weapons Platforms - this would solve the problems of (A) ships killing planets prior to landing troops and (B) ships killing weapon platforms and population (i.e. planet priority) while being bLasted by a defense base.


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