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Re: My AI Design Q&A
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Re: My AI Design Q&A
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When the AI; picks a selection based on the AI State (in your hypothetical situation, to: Prepare for Attack; (as in any AI state change), the first item in the queue is selected, and evaluated , the AI will fill all available build queues. However, what you are not excepting, Cybersol, too be true; is that your AI will NEVER return to the Prepare for Attack State, from the Defend (Short Term) State. In addition, your build queues will continue the construction process to complete, all Items, which are already under construction; from your previous, STATE. ~ Quote:
Respect to your hypothetical situation: IF the AI will NOT return to Prepare for Attack State from the Defend (Short Term)" state, how can your AI start off, were it left off? With your intended Formats, you posted below. = == = Regards to any other theoretical, AI State Change: Also, please, refer to se4 Rules; regarding, were the AI will start the construction queue. How is it interpreted, by you Cybersol, that: “ Thus the first "ship" it will add to a construction queue is exactly the one it would have added if it had never switched '' state. ” Please, point out your referance. ================================================= Rules: AI CONSTRUCTION VEHICLES DATA FILE 1. The game picks a selection based on the AI State. There cannot be duplicate AI states. 2. Item will be placed at whichever spaceyard is available and can get it done the fastest. 3. First item(Note:not "ship") in the queue is selected, and evaluated. </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">We construct if: a. There are less than X planets per each item, (if there are 13 planets and we already have 4 ships of this design type, and the Planet Per Item value = 3, then we buy another one). If PPI < (Num Planets / Num Ships of Type), construct.</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">~ 4. If the Build at Least value is greater than 0, we check if the Planet Per Item condition is still true. If it is, then we purchase another one, if not, we move to the next queue item. If we do purchase another one, we continue in this loop until the condition is false, or we have purchased the number in Build At Least. 5. When the Last item is reached, it restarts at the beginning. Cybersol groupings: Exploration Not Connected Infrastructure Secure Holdings After Attack Prepare for Attack, Attack, Incursion Prepare for Defense, Defend (Short Term), Defend (Long Term) ================================================= Quote:
Since the AI will NEVER change to Prepare for Attack FROM the Defend (Short Term) as a logic, or even by your groupings, posted. ====== Quote:
Some how you have confused the Post I made; (IMO) Why, you should Not have Incursion State combined with the Prepare for Attack, Attack State. With your Hypothetical Scenario about The AI Switching to, Prepare to Attack from Secure Defend (Short Term)" state. --- As you recall, this is to say if you have a PPI on any of your ITEMS types, you gave in your format group of: Prepare for Attack, Attack, Incursion And now knowing that the AI does enter the Incursion frequently, then, yes, your ships count will increase rapidly, PER the PPI every time you enter the Incursion state as I pointed out in THAT post, this will include every Item you have in your Prepare for Attack, Attack, Incursion In regards to Exotic ships, I was just asking your intent, and where you thought a reasonable group would be for your AI to call it. However, since you have now said, yes, you are going to have ONE star Destroyer, and it will be in you’re: Prepare for Attack, Attack, Incursion State. Quote:
I have question, if, you run out of maintenance and will build no new ships. Yet your research continues, your designs are improving and you cannot retrofit, do to lack of resources and now you have a windfall of Resources. Can your AI, then retrofit considering the 50% rule. What you suggest is an offensive, doctrine, however: What of resources when your AI actually, will need to plan a: Prepare for Attack then Attack: One, Nearby well defended system (Perhaps another Players, HS) Just as important: Now what if the AI, will need to plan for a; Prepare for Defense at some point in the game, will this be possible, if it has no resources. (Perhaps Your AI Players, HS) Most important: Now what if the AI, will be in need to Defend (Long Term) at some point in the game, will this be possible, if it has no resources. === Quote:
reference: Excerpt from se4 unmodded, default file: AI State := Prepare for Defense, Defend (Short Term), Defend (Long Term) Num Queue Entries := 21 Entry 1 Type := Weapon Platform Entry 1 Planet Per Item := 0 Entry 1 Must Have At Least := 2 Entry 2 Type := Satellite Entry 2 Planet Per Item := 0 Entry 2 Must Have At Least := 2 Entry 3 Type := Attack Ship Entry 3 Planet Per Item := 30 Entry 3 Must Have At Least := 2 Entry 4 Type := Mine Entry 4 Planet Per Item := 0 Entry 4 Must Have At Least := 2 Entry 5 Type := Fighter Entry 5 Planet Per Item := 0 Entry 5 Must Have At Least := 2 Entry 6 Type := Mine Sweeper Entry 6 Planet Per Item := 200 Entry 6 Must Have At Least := 1 Entry 7 Type := Colonizer Entry 7 Planet Per Item := 100 Entry 7 Must Have At Least := 1 Entry 8 Type := Weapon Platform Entry 8 Planet Per Item := 5 Entry 8 Must Have At Least := 10 Entry 9 Type := Satellite Entry 9 Planet Per Item := 5 Entry 9 Must Have At Least := 10 Entry 10 Type := Mine Entry 10 Planet Per Item := 5 Entry 10 Must Have At Least := 2 Entry 11 Type := Fighter Entry 11 Planet Per Item := 2 Entry 11 Must Have At Least := 20 Entry 12 Type := Troop Entry 12 Planet Per Item := 10 Entry 12 Must Have At Least := 2 ==== Quote:
Just kidding http://forum.shrapnelgames.com/images/icons/icon7.gif Actually, the Construction Units File, does for all the colonies. That the Construction Vehicles files, could never have achieved. As it relates to Units. Wouldn’t you agree http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 25, 2003, 21:03: Message edited by: JLS ] |
Re: My AI Design Q&A
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The point of the example, flawed as it was, is that the AI will never rebuild anything it already has, so you do not have to worry about multiple passes close in time through the same queue of items. Quote:
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Re: My AI Design Q&A
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Now there are some minor drawbacks due to what the AI is capable of, but IMO there are major drawbacks to leaving the resources sitting idle. On the obsolescence front, the AI will have ships that are older technology (so would I). In general this is a good thing because it means the AI is rapidly progressing in its research. It does leave the need to retrofit, which the AI will sometimes attempt to do. If you maximum maintenance percentage of revenue is set correctly, you will still have the resource reserves to retrofit. The 50% rule is always a minor problem, particularly for the mid-game LC to BC hulls. But, it will remain a problem even if I build fewer ships. On the when your AI needs resources for attack or defense front, I beleive a large standing set of fleets is the best way to have a successful attack or defense. If I have the maximum number of ships fielded and replace them as fast as possible, then I have done the most I can to ensure a successful attack or a successful defense. There is then no need to build ships because they are already built. Now, your way, you are invaded and you start to enter the defense state, and only then do you begin a buildup of the forces you need to defend. What if you can not build fast enough? My way, the standing fleet engages the enemy. As loses are incurred, newer 'modern' replacements are built. The faster the loses are incurred the faster the resources are freed for new construction. In the worst case scenario my standing fleet is demolished and I begin a buildup of new forces to defend. In the worst case scenario, my strategy defaults to your fresh buildup as the resources are freed nearly instantaneously. If I can't build fast enough now, I am doomed, but you would have been as well. And you never had the extra chance of winning that the standing navy provided. |
Re: My AI Design Q&A
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Why would I do that. Where was this stated that there are; intervening queues were dummy queues in your POSTED; hypothetical situation, Or all the first 15 PPI settings are unobtainable) above? Regards to: “And now knowing that the AI does enter the Incursion frequently, then, yes, your ships count will increase rapidly, PER the PPI every time you enter the Incursion state as I pointed out in THAT post, this will include every Item you have in your Prepare for Attack, Attack, Incursion “ Please refer to: Cybersol, Now knowing that the AI does enter the Incursion frequently, then, yes, your ships count will increase rapidly, PER the PPI every time you enter the Incursion state as I pointed out in THAT post, this will include every Item you have in your Prepare for Attack, Attack, Incursion. Cybersol, all you need to do now, is Study and Learn the: AI CONSTRUCTION VEHICLES DATA FILE, Rules. Focus on line 3, first sentence. 3. First item in the queue is selected Unless of coarse your first 15, lines are, what, dummies. (Or all your first 15 (PPI) settings are what, unobtainable) In your: AI STATE: Prepare for Attack, Attack, Incursion http://forum.shrapnelgames.com/images/icons/icon10.gif Please, consider what I posted in regards to the AI state Changes, and all that it implies. http://forum.shrapnelgames.com/images/icons/icon7.gif [ June 25, 2003, 22:37: Message edited by: JLS ] |
Re: My AI Design Q&A
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In my experience, you do not get a second helping of ships from the first 14 queue entries. I have observed no ship multiplication from multiple passes through the queue. [ June 28, 2003, 04:19: Message edited by: cybersol ] |
Re: My AI Design Q&A
I'm still working hard on making this no special racial trait AI. I watched a previous Version soundly trounce the Sallega, who were in the top 18 in AI death match 2. The Sallega expand increadibly well, but thier ship designs could probably be better.
Since then, I have been re-working the research and design files. I've changed so much now, that if I had saved the old revision I might have two different AI's. After I wrap up the research and design files (hopefully for the Last time), I'll go back and re-work the construction files. [ June 28, 2003, 04:26: Message edited by: cybersol ] |
Re: My AI Design Q&A
I am just starting work on this AI again after a two week vacation. The AI is currently trading blows with the Fazrah and continuing to undergo final ship design tweaks.
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Re: My AI Design Q&A
How exactly do you get the AI to put missiles on their ships?
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Re: My AI Design Q&A
Enter the Weapon Family number from the Component File: in either the Majority Weapon Family Pick or the Secondary Weapon Family Pick that is located in (THAT) AI Folders Design file.
Then adjust the Comp Spaces Per to load your desired amount - This may take a little trial and error, but you will get the load you want http://forum.shrapnelgames.com/images/icons/icon12.gif = = = = = = = = = = = Reference se4 Terran Race from se4 component data file Name := Capital Ship Missile I Description := Heavy duty missile with nuclear warhead. Pic Num := 67 Tonnage Space Taken := 50 Tonnage Structure := 50 Cost Minerals := 400 Cost Organics := 0 Cost Radioactives := 80 Vehicle Type := Ship\Base\Sat\WeapPlat\Drone Supply Amount Used := 10 Restrictions := None General Group := Weapons Family := 2001 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Missile Weapons Tech Level Req 1 := 1 Number of Abilities := 0 Weapon Type := Seeking Weapon Target := Ships\Planets Weapon Damage At Rng := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage Type := Normal Weapon Reload Rate := 3 Weapon Display Type := Seeker Weapon Display := 1 Weapon Modifier := 0 Weapon Sound := capshpms.wav Weapon Family := 2 ( all weapons have a number, place this # in that AI's design file) Weapon Seeker Speed := 5 Weapon Seeker Dmg Res := 30 - - - to that AI's Design file loacated in its folder Name := Attack Ship Design Type := Attack Ship Vehicle Type := Ship Default Strategy := Optimal Firing Range Size Minimum Tonnage := 20 Size Maximum Tonnage := 5000 Num Must Have At Least 1 Ability := 1 Must Have Ability 1 := Weapon Minimum Speed := 4 Desired Speed := 6 Majority Weapon Family Pick 1 := 2 (if this was a 1 and not the 2 etc. then it would load Missiles) Majority Weapon Family Pick 2 := 25 Majority Weapon Family Pick 3 := 0 Majority Weapon Family Pick 4 := 0 Majority Weapon Family Pick 5 := 0 Secondary Weapon Family Pick 1 := 1 (this will load Capital Ship Missiles) Secondary Weapon Family Pick 2 := 0 Secondary Weapon Family Pick 3 := 0 Secondary Weapon Family Pick 4 := 0 Secondary Weapon Family Pick 5 := 0 Shields Spaces Per One := 200 Armor Spaces Per One := 1200 Majority Comp Spaces Per One := 1200 (less will load more) Majority Comp Ability := Weapon Secondary Comp Spaces Per One := 500 (less will load more) Secondary Comp Ability := Weapon Num Misc Abilities := 11 Misc Ability 1 Name := Point-Defense Misc Ability 1 Spaces Per One := 400 Misc Ability 2 Name := Cloak Level Misc Ability 2 Spaces Per One := 10000 Misc Ability 3 Name := Quantum Reactor Misc Ability 3 Spaces Per One := 10000 Misc Ability 4 Name := Combat To Hit Defense Plus Misc Ability 4 Spaces Per One := 10000 Misc Ability 5 Name := Combat To Hit Offense Plus Misc Ability 5 Spaces Per One := 10000 Misc Ability 6 Name := Multiplex Tracking Misc Ability 6 Spaces Per One := 10000 Misc Ability 7 Name := Shield Regeneration Misc Ability 7 Spaces Per One := 800 Misc Ability 8 Name := Emergency Resupply Misc Ability 8 Spaces Per One := 800 Misc Ability 9 Name := Self-Destruct Misc Ability 9 Spaces Per One := 10000 Misc Ability 10 Name := Scanner Jammer Misc Ability 10 Spaces Per One := 10000 Misc Ability 11 Name := Supply Storage Misc Ability 11 Spaces Per One := 500 [ June 23, 2004, 19:13: Message edited by: JLS ] |
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