![]() |
Re: My AI Design Q&A
Quote:
|
Re: My AI Design Q&A
Quote:
Thanks for the information, oleg. All around that modification to facilities is definitely a novel way around the problem. Quote:
[ June 15, 2003, 08:59: Message edited by: cybersol ] |
Re: My AI Design Q&A
I do not think "supply generation" is limited one per system. Or is it ? Does AI treat "supply generation" as a some sort of system-wide ability ? I doubt it very much. http://forum.shrapnelgames.com/image...s/confused.gif
|
Re: My AI Design Q&A
Quote:
A very good thing to avoid excess facilities to save slots and resources, IMO. Rollo</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I agree with you. Honestly, I prefer that the AI retrofit the engines of a ship into a planet without Resupply Depot, than keep more than one Resupply Depot per system. |
Re: My AI Design Q&A
Quote:
Bug/Problem 3). Think doesn't exist a way to avoid this problem. Bug/Problem 6). Never liked the Transport hulls. Think is a question of taste! Usually they're more slow moving, and slow to build than the standard ships. Then, my AIs use standard hulls to work as transport/layers/sweepers. etc (also, I can include a few weapons that can help sometimes to extend their life). Question: for what do you want a Transport working as layer for the AI??? Many times (specially in late game when the large mines are slow to build), I saw the layers with a cargo of 5 or 10 mines... Bug/Problem 7). Design ships with Component Repairs, that will work as support ships in your fleets. They will repair your ships. If you are really worried about the crippled ships, then increase the Repair rate when you design your AI... Bug/Problem 8) - Research Solar Collectors, think is fairly easy for the unmoded game. - Before research this tech, you could use LC colony ships with many supply components. - Don't pick Ancient Race for the AI. If the AI doesn't know far systems, will not try to colonize it! - Don't allow to the AI sign Partnerships! http://forum.shrapnelgames.com/images/icons/icon7.gif For the same reason of above! Bug/Problem 9) Think already was answered. In the unmoded doesn't exist a way to have more than 1 resupply facility per system... and if you want my opinion, I like this way. |
Re: My AI Design Q&A
Quote:
A very good thing to avoid excess facilities to save slots and resources, IMO. Rollo |
Re: My AI Design Q&A
Quote:
To introduce a new AI that makes 5-10 Colonizers, starting from the First turn of the game, and with the other original AI is set for 3 for example, then, that at AI will be unbalanced. Having an adverse effect on the entire Mod ,and the Human Player will have a very tough time trying to compete for Planets if as you say; "this AI introduced 10 to 20 Colonizers", at jump. For example, the only losses expect in the AI strategic State of Explore and/or Not Connected may be: 1: Bad Warp Point, in the extreme. 2: A black Hole type System 3: An improbable AI abandonment. 4: And most important the AI Colonizer dissolving into a Colony. Please Consider this. Se4 Default_AI_Construction_Vehicles AI State := Exploration Num Queue Entries := 15 Entry 1 Type := Attack Ship Entry 1 Planet Per Item := 50 Entry 1 Must Have At Least := 2 Entry 2 Type := Weapon Platform Entry 2 Planet Per Item := 0 Entry 2 Must Have At Least := 2 Entry 3 Type := Satellite Entry 3 Planet Per Item := 0 Entry 3 Must Have At Least := 2 Entry 4 Type := Mine Sweeper Entry 4 Planet Per Item := 200 Entry 4 Must Have At Least := 1 Entry 5 Type := Colonizer Entry 5 Planet Per Item := 30 Entry 5 Must Have At Least := 2 ~ ~ Above may result, in a Burden to the Human Player or a Gas/Ice AI; if the above AI is Rock and has many Planets nearby. PPI = 30 resulting in 3 Colonizers at 4-6 Planets, 10 Colonizers when a Rock AI reachs 31 Planets ================================================= With a Staggered Colonizer grouping, the results can be controlled for this AI, by the designer. For example: Proportions Abbidon_AI_Construction_Vehicles Entry 1 Type := Missile Base Entry 1 Planet Per Item := 0 Entry 1 Must Have At Least := 1 Entry 2 Type := Ship Yard Entry 2 Planet Per Item := 0 Entry 2 Must Have At Least := 2 Entry 3 Type := Colonizer Entry 3 Planet Per Item := 0 Entry 3 Must Have At Least := 1 Entry 4 Type := Ship Yard Entry 4 Planet Per Item := 0 Entry 4 Must Have At Least := 3 Entry 5 Type := Scout Entry 5 Planet Per Item := 0 Entry 5 Must Have At Least := 4 Entry 6 Type := Defense Ship Entry 6 Planet Per Item := 80 Entry 6 Must Have At Least := 3 Entry 7 Type := Colonizer Entry 7 Planet Per Item := 0 Entry 7 Must Have At Least := 2 ~ ~ Entry 15 Type := Colonizer Entry 15 Planet Per Item := 0 Entry 15 Must Have At Least := 3 The Colonizer (entry #3 :=1), (entry #7 :=2 ) and (entry #15 :=3) does not add up to a total of 6 Colonizers to be built at any times in the explore state. And it will be rare for this AI, to build another, until there is less then 3 colonizers in the Air and that will be at (entry #15) in this way the Abbidon will not to put a burden on the Human Player at any point in the Proportions Opening Game Explore State that this Abbidon AI will participate. = In the Abbidon illustration, the AI will want a First line defensive Weapons Platform (entry#1), followed by two Productive Shipyards (entry#2). Then the build of ONE Colonizer (entry#3) will be issued to the (HW Ship yard) at this point as set up by myself in v1.78 se4 Proportions Mod. With the third BSY (entry #4) and four Scouts (entry #5) following this one Colonizer (entry#3), the Colonizers first Planet to Colonize has a high probability to be in the Home System allowing for some Quick Production or a Racial Facility to boast that Home System, primarily. If this was the Case, the Colonizer did land in the Home System then another Colonizer for an existing total of ZERO, will be Issued for the next available BSY, (v1.78 se4) to fulfill the plan of ONE at this point in the Explore State, AI Game. Now, three Defense ships (entry #6) will be built as the four Scouts (entry #5) are exploring nearby Systems. The 3 Defense ships WILL defend the Colony Built by the First Colonizer, and will also yield and maintain a boost in Happiness for this new Colony. By the time, the next Planet to Colonize by the AI is found from the tasks of the pre built Scouts (entry #5). The Colonizer built, either by the; On Station or Replaced, Colonizer (entry #3) or the newly introduced second Colonizer (entry # 7) the expansion process is well under way, and can be Controlled with balance for all AI race types; whether Rock, Gas or Ice by the AI designer http://forum.shrapnelgames.com/images/icons/icon12.gif Also, please refer to Proportions; Rock type, Cue Cappa... ------ Note: Reference to v1.78 se4, is that the Priorities for the AI Home World, switch to the AI Unit Build File, may have changed in v1.84 se4, changing the initial Construction sequence of that Abbidon Spring 2002, Vehicle Build File. ------- I believe multiple Type Ship and Base entries, if thought out and tested, is very effective in the process that Aaron Hall has made available to the AI designers http://forum.shrapnelgames.com/images/icons/icon7.gif [ June 17, 2003, 16:37: Message edited by: JLS ] |
Re: My AI Design Q&A
Quote:
Honestly, I prefer that the AI retrofit the engines of a ship into a planet without Resupply Depot, than keep more than one Resupply Depot per system.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I agree in general you want one resupply depot per system on your normal colony types. Sometimes you may want an additional one though, say on a construction yard type planet. The ability in proportions to call for the system ability with Supply Generation and for extras by Emergency Resupply is probably the most flexible solution if you are modding the data files. |
Re: My AI Design Q&A
Quote:
Yeah the only solution I see is to use designs with rapidly changing tech so they will always be different. I have done this for now. Bug/Problem 3b) You could make sure the lowest tech Version of a ship and the highest tech Version of a ship class are with 50% cost of each other. But this TOO limiting in the mid-game IMHO. So I am just going to live with this one for now. Bug/Problem 6) I would like to use transport extra hull size in the early game. But I would like them to design the type of ship I can build as a human. For instance, a medium transport hull with 16 mine layer components and one cargo storage. If it can find enough mines it can mine a warp point almost to maximum in just 3 trips. When you still only have LC tech. They are only as fast as a battleship though. Bug/Problem 7). Yeah, I have repair based support ships. But those do not help colony ships, scouts, layers, etc. Bug/Problem 8) Thanks, really good suggestions here. I also had decided to move solar supply research forward and add significantly more supply to my larger colony ships. The supply helps a lot, I highly recommend it for bigger maps with fewer players. Your AI will easily out expand another AI that has its colony ships bogged down. |
Re: My AI Design Q&A
Quote:
What I have not seen as much is using these same capabilities to better handle the various resource bonus games available. I like the idea of copying the entire heart of the build queue multiple times, doubling production for each copy. This better allows the AI to build up even force compositions in both the zero bonus and higher bonus states. I've seen this build up limited to attack ships in most TDM type AI's. IMHO, why not extend the idea and build up the whole construction queue. |
All times are GMT -4. The time now is 10:49 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.