.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   AI Campaign => For a Challenging AI opponent (http://forum.shrapnelgames.com/showthread.php?t=8703)

Fyron June 24th, 2003 03:32 AM

Re: AI Campaign => For a Challenging AI opponent
 
Take 2 racial technology traits, such as Organic + Crystalline.

oleg June 24th, 2003 03:48 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Imperator Fyron:
Obviously... care to enlighten him?
<font size="2" face="Verdana, Helvetica, sans-serif">There are entries in systemnames.txt file like JLS, Oleg, PvK, SunDevil, Fyron... http://forum.shrapnelgames.com/images/icons/icon7.gif

The trick is to restart till you have your own system. Actually, your name is misspeled there - JLS thinks you are Fryon http://forum.shrapnelgames.com/images/icons/icon10.gif

oleg June 24th, 2003 03:52 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> Or, use simultaneous turns, SE has a trouble loading heavy population units (like in AIC and Proportions) onto population transports in Classic Turns games.

<font size="2" face="Verdana, Helvetica, sans-serif">Huh? I have never noticed a problem with that. Are you talking about the AIs, or what?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Yes, AIC and proportions AI population transports and colony ships get stucked with "cant load population" error Messages. It hapens only with classic turns.

Desdinova June 24th, 2003 05:20 PM

Re: AI Campaign => For a Challenging AI opponent
 
sorry i have been out of touch for a while but i have fallen into an anti-gaming mood here lately and been going out and doing things with some friends. i have tried to keep up with this forum while on my breaks at work but they have become annoyingly strict regarding this.
anyhow regarding the unable to load population message, the only time i got that was if there were a planet with moons that had both/all been colonized. it would try to load population from all colonies in that sector.

[ June 24, 2003, 16:21: Message edited by: Desdinova ]

Fyron June 24th, 2003 07:24 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by oleg:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
Obviously... care to enlighten him?

<font size="2" face="Verdana, Helvetica, sans-serif">There are entries in systemnames.txt file like JLS, Oleg, PvK, SunDevil, Fyron... http://forum.shrapnelgames.com/images/icons/icon7.gif

The trick is to restart till you have your own system. Actually, your name is misspeled there - JLS thinks you are Fryon http://forum.shrapnelgames.com/images/icons/icon10.gif
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I see...

oleg June 25th, 2003 07:53 PM

Re: AI Campaign => For a Challenging AI opponent
 
Back to fighters weapons - what was the idea behind removing small meson bLasters and small graviton beams ??

They fit rather well with Proportions' fighter weapons. And could easily modified according to the AIC fighter concept ... http://forum.shrapnelgames.com/image...s/confused.gif

JLS June 25th, 2003 08:52 PM

Re: AI Campaign => For a Challenging AI opponent
 
Good point, Oleg.

As you can see, the Non Racial Trait Player, that Plays AIC; already has more choices then the then a Race Trait players.
For example: With; DUC, Proton, Phased, Rockets and Anti-Mater Torps.

Giving the Non Racial Trait Player, what you suggest, would upset the balance.
http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 26, 2003, 13:06: Message edited by: JLS ]

JLS June 25th, 2003 09:25 PM

Re: AI Campaign => For a Challenging AI opponent
 
AIC players, thank you for your input.

The Planet Atmosphere Change for the most races, is working out just fine.

However, the 2 Engineering Cultures is kicking in, a little to soon, with primarily their, Research and Intel Colonies.

V3.03 will reflect a better Planet Atmosphere Change balance. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 25, 2003, 23:19: Message edited by: JLS ]

SunDevil June 26th, 2003 02:29 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,

Based on your experience what is suppose to be the average in the number of planets the ai should have colonized by turn 267.

And you might also want to look into why the ai without having researched gas or ice colony tech, because both techs are active and are at level 0 on the tech menu, have their own ship designs of ice and gas colony ships. Now this wouldn't be that big of a deal to me, but when the ai only has three rock colony ships orbiting around the homeworld and no ice or gas colony ships and there are green star gas and ice planets within their home system and by turn 267 they only have 13 total planets colonized it might be something to look into.

SunDevil

P.S. For anyone who wants to reply to this post, yes I have made changes to this mod, but I have left the whole ai and pictures folder intact, in other words, the ai strategies and specific ai construction of planet facilities and ships are left at AIC stock.

[ June 26, 2003, 06:15: Message edited by: SunDevil ]

SunDevil June 26th, 2003 11:51 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,

My game is medium bonus, sorry for not saying that in the earlier post. In regards to the ai races having colony ships, this is the situation. This is a large map game most ai races have six to seven systems in their control. Most races haven't meet each other yet, so the possibility of trading techs is unlikely. What I meant to say was that all the ai races have all three types of colony ship designs available to build, but when I check the research display for a particular race they are still at level zero in gas and ice colony technology, which means they haven't yet researched that colony technology. I haven't checked the data files to see what are the requirements to gain access to build other colony ships for other planet types, I just thought I would let you know.

In regards to making changes to your mod, yes I have screwed up a couple of times by making mistakes in thinking that it was the AIC mod at first but later on proved it was my doing, but the reason why I brought this up was because for the most part I have left the ai races and their files witin the pictures folder alone, and I just wanted to know what was on the average in terms of the number planets that the ai should have in a medium bonus game.

SunDevil

P.S. Do you know what the ai difficulty setting is suppose to affect? So if I chose a high ai difficulty game with a high bonus game what would the ai in terms of advantages be set at.

JLS June 27th, 2003 12:25 AM

Re: AI Campaign => For a Challenging AI opponent
 
SunDevil, HAVE they colonized any planets other then there starting type, in your game ?

If not SunDevil, you have must of altered the components file to such a degree that the AI does not receive, the other Colonizer Modules.

Because in every game we have played, they certainly have; even as we speak.

[ June 27, 2003, 00:21: Message edited by: JLS ]

JLS June 27th, 2003 01:02 AM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by SunDevil:
what the ai difficulty setting is suppose to affect? So if I chose a high ai difficulty game with a high bonus game
<font size="2" face="Verdana, Helvetica, sans-serif">~
SunDevil, you will find AI Bonus Levels in this post
=================================================
posted June 09, 2003 01:53

I am still compiling the ReadMe File for AIC. Following will be some of the text.
-------------------------------------------------
STARTING YOUR FIRST FEW AIC v3.0+ GAMES

Neutrals for the most part are always good

After they become warm to you. Offer a trade of 50k of resources a Comm Link even your Colonizer Tech - any one; should trade for their Colonizer Tech http://forum.shrapnelgames.com/images/icons/icon6.gif

Neutrals also offer the Human Player large monthly dividends through Trade and Research Treaties. Refueling rights, not to mention somebody to pick when the time suits you http://forum.shrapnelgames.com/images/icons/icon12.gif

~
Small Quadrants with many AI. The AI will soon be crowded and all but the most Serine may decide for the expansion fight. You will end up on the AI hit list in this style game. (Not recomended for new AIC Players)

~
For your first AIC v3.0+ game:
Play a Standard default Setup.
You may want a Medium or Large Default top Map at first.
With Low to Medium AI Player Count.
Low to Medium AI Difficulty selection.
Absolutly NONE in Computer BONUS.

In the Advanced Traits when you Edit your Race, you are Required to choose the *top HUMAN Trait* and then please take the FREE options of 1 and 2 as well as any other choices you may want.

Please, further take any or ALL the FREE MP Handicapping choices to help you build the Empire you are comfortable with. (All 3 MP) would be a bonus of 1000 Points to you - The AI does not mind, so don't you http://forum.shrapnelgames.com/images/icons/icon7.gif

For 3000 Points - AI Campaign has a lot to offer the Dual Racial Trait Human Player . Any Combination is very good. Please check out each of your Population Centers on your Home World, when your game starts http://forum.shrapnelgames.com/images/icons/icon12.gif

~~~~~
PLEASE NOTE: The ending AI Traits are reserved for the AI, and will break your game if you choose any inadvertently.
~~~~~

Start building a Scout or two, a few Base Ship Yards, Colonizers etc.
You will need many star liners.

If you find you are neighbors with an Aggressive race, be prepaired.
~Tip~Mines are just an annoyance for this AI, so do not depend your Minefields to stop this AI for to long http://forum.shrapnelgames.com/images/icons/icon12.gif

Important starting researches are, Ship Construction 2 and 3.
Military Science for Point Defence.
Construction so the Colonies will build with further designs.
Propulsion 2 is good for the Scouts to install efficient engines.
Ship Yard Techs for faster build rates if you are not Temporal Race.

Any research path is fine, above are just a few absolutely needed base line Techs, in AIC.

In regards to the Best overall Race Package in AIC, the choice may arguably be the Crystallurgy Racial Trait then the Temporal Race.

If you like Intel Projects, the Psychic Racial Trait may be for you.

Organics as expected, will give you a fine war footing. Also, there are abondent organic resource in AIC for the even the most rapacious of the Organic Species http://forum.shrapnelgames.com/images/icons/icon10.gif

You may also find that the AI in AIC to be very interactive http://forum.shrapnelgames.com/images/icons/icon7.gif
=================================================
Suggested AI Computer Bonus Levels in AIC:

None: All first time Players. MP Handicap per your se4 Experience.

Low: With good AIC Economics under your belt and you start beating the AI Regularly with None bonus games. Also opens more options for the AI in No Warp Games. Remember to reset your MP Handicapping, the AI is tougher.

Medium: Very Competitive in No Warp Games in other games the AI is Extremely Tough with this setting. Good for most Multiplayer LAN or PBEM Games, with many Human Players.

High: Only a few Multiplayer games may require this setting.

The AI curb does and will increase, as the game Years tick by.
Each AI Bonus Level also will increase this AI Curb.

(The during game AI Curb advance is different then the In Game Bonus, and is fully Programable in AIC. To start and to End. Even to reverse itself for Finite)

=================================================

The best way to start with Centurion rich artifacts Systems is to generate one to your liking from the in game Quadrant menu with the Centurion Ruins map (AIC v3.01+). You may generate one to a few hundred Systems from this map… In addition, it is great for a one on one game as well. http://forum.shrapnelgames.com/images/icons/icon12.gif

I recommend you set the AI player count, relative to the Systems that you generate, for a balanced game, the less AI the better; for you that is. It may be best to keep the AI players down (1 per 8-12 Systems), and not to play with any AI bonus in this style game of AIC.

Remember, the AI likes those artifacts too.

[ June 27, 2003, 01:40: Message edited by: JLS ]

JLS June 27th, 2003 01:10 AM

Re: AI Campaign => For a Challenging AI opponent
 
SunDevil,

I will answer your question in this way. In a None Bonus game, Most AI in the first few Hundred Turns will average the same or a little less, comparing similar to Colonize types, then the Average experienced Human Player.

The aggressive race ONLY. i.e. The Terrans, Xiati etc: In a None AI bonus game will average a little MORE, comparing similar to Colonize types, then the Average experienced Human Player.

Most, if not all Xenophobes: In the first few Hundred Turns, in a None AI bonus game, should average less, comparing similar to Colonize types, then the Average experienced Human Player.

I urge you, to refer to the AIC Vehicle Construction Files and Compare.
---
With this said, there are also Variables from game to game for the first few Hundred turns of a none AI bonus start.
For example, if the Rock type AI have many uncontested Systems near by. If so, any rock Player will spread, as would you or I.

Does a Gas type have any Gas type Planets in nearby Systems, if not, this AI will be slow out of the gate.

If you have a large map then yes you will have many available systems to you as a Human Player. However, the AI Player, also will have many Systems available to it.

======

I can assure you that the AI Players, will receive all Colony type modules; in your AIC game. http://forum.shrapnelgames.com/images/icons/icon12.gif
~
However, if you are saying that the AI has no other colonizer Types in your game. You have must of altered the components file to such a degree that the AI does not receive, the other Colonizer Modules.

Quote:

P.S. For anyone who wants to reply to this post, yes I have made changes to this mod, but I have left the whole ai and pictures folder intact, in other words, the ai strategies and specific ai construction of planet facilities and ships are left at AIC stock.
<font size="2" face="Verdana, Helvetica, sans-serif">SunDevil, if you continue to Modify the Files in AIC, you will continue to generate opportunities for yourself, that you will now have to explore.
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 26, 2003, 12:14: Message edited by: JLS ]

SunDevil June 27th, 2003 03:03 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,

Just checked my game, went to the design menu for the first ai player and saw that they have a gas colony and ice colony design, with the right components. They currently have three rock colony ships sitting at the homeworld, with only rock planets colonized, no ice or gas planets are colonized. Which is funny because they have some goods planets which are gas and ice sitting in their home system. My assumption is that the ai is stuck for some reason in building more colony ships, maybe with these three rock colony ships just sitting at the homeworld, it prevents the ai from building more ships, based on the ratio of the numbers of colony ships to the number of planets which I think is in the ai_construction_vehicles.txt file.

I checked the components file and the only difference between the newest Version in the AIC and the my components file is that the boarding party strength has been increased to from 9 (an old value you set because I haven't edited any of the ai's colony components) to a new value of 25.

Thanks for answering my questions. I usually know what I am doing when I am modding I just for some reason can't get my changes and your mod to work to their fullest capability. It might have something to do with the fact that I have updated my mod as many times as you have updated the AIC. http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks for your help.

SunDevil

Baron Grazic June 27th, 2003 03:18 AM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks for that starting guide JLS.
I week too late for me, but it just means I'll have to start again... http://forum.shrapnelgames.com/images/icons/icon12.gif
It's also my first Proportions game, so I'm sure I started with the wrong settings anyway...

SunDevil June 27th, 2003 03:25 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,

I just took over the ai player for one turn, and set the homeworld build queue to two gas colony ships and two ice colony ships. Checked back in a couple of turns and this is what happened:
With the new construction of colony ships it somehow forced the ai player to finally send the three rock colony ships that were hanging around the homeworld out to colonize planets, this happened on the next turn when the first gas colony ship was finished. A couple of turns later the ai player again had two gas colony ships and one ice colony ship hanging around the homeworld for a grand total of three colony ships which must be set somewhere as a standard. When the second and Last ice colony ship was finished, the ai player sent out one of the gas colony ships to colonize a red star gas planet ignoring a green star gas planet three spaces away from the homeworld. There is now again three colony ships around the homeworld which is one gas colony ship and two ice colony ships.

If you set this standard of having three idle colony ships on call so to speak at all times, I was just wondering where this would be at in the data or ai files. I don't think this is just my mod (because I didn't touch any of the ai files), but if you have a chance to look at one of your recent games and see if one of the ai players has three colony ships around the homeworld I would appreciate it.

SunDevil

JLS June 27th, 2003 04:35 PM

Re: AI Campaign => For a Challenging AI opponent
 
SunDevil.

As I said, you can be assured, that the AI Players, will receive all Colony type modules; in your AIC game. They do, and colonize in the Unmodified AIC games we play http://forum.shrapnelgames.com/images/icons/icon12.gif

~
However, if you are saying that the AI has no other colonizer Types in your game. You have must of altered the components file to such a degree that the AI does not receive, the other Colonizer Modules.

Quote:

P.S. For anyone who wants to reply to this post, yes I have made changes to this mod, but I have left the whole ai and pictures folder intact, in other words, the ai strategies and specific ai construction of planet facilities and ships are left at AIC stock.
<font size="2" face="Verdana, Helvetica, sans-serif">SunDevil, if you continue to Modify the Files in AIC, you will continue to generate opportunities for yourself, that you will now have to explore

Please Note SunDevil.
What was said above applies, SunDevil. From this point on, most the problem you incur, I can NOT assist you, I can not even ask you for you’re save file, because you have made so many changes to the AIC DATA files, your game is so corrupted, it will not even load with the Standard AIC.

Sorry, please, at this point, I ask you only to post on AIC specific questions, from the unmodified AIC data files as supplied.

John

[ June 27, 2003, 15:54: Message edited by: JLS ]

JLS June 27th, 2003 04:46 PM

Re: AI Campaign => For a Challenging AI opponent
 
Baron Grazic. Wow, you are a sergeant, I remember when I made sergeant, it was a cool feeling to have so many Posts http://forum.shrapnelgames.com/images/icons/icon7.gif

In regards to PvK’s Proportions, I hope you enjoy the MOD, for without doubt, it is the one of the best out there.

In regards to AIC, when you are ready to start, you will find the ~TIP~ Readme file with in the AICampaign folder helpful, and thru out the AIC discussion thread, you may find some interesting topics, as well.

QBrigid June 27th, 2003 05:21 PM

Re: AI Campaign => For a Challenging AI opponent
 
SunDevil, in my standard 400 plus turn game, also low bonus.

The 1st Place Gas Abbidon and the 2nd place Rock XiChung, have most of the Ice, Rock, and Gas Planets Colonized that they can.

Every thing is working as JLS, says.

Master Belisarius June 27th, 2003 07:12 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by SunDevil:
JLS,

Just checked my game, went to the design menu for the first ai player and saw that they have a gas colony and ice colony design, with the right components. They currently have three rock colony ships sitting at the homeworld, with only rock planets colonized, no ice or gas planets are colonized. Which is funny because they have some goods planets which are gas and ice sitting in their home system. My assumption is that the ai is stuck for some reason in building more colony ships, maybe with these three rock colony ships just sitting at the homeworld, it prevents the ai from building more ships, based on the ratio of the numbers of colony ships to the number of planets which I think is in the ai_construction_vehicles.txt file.

I checked the components file and the only difference between the newest Version in the AIC and the my components file is that the boarding party strength has been increased to from 9 (an old value you set because I haven't edited any of the ai's colony components) to a new value of 25.

Thanks for answering my questions. I usually know what I am doing when I am modding I just for some reason can't get my changes and your mod to work to their fullest capability. It might have something to do with the fact that I have updated my mod as many times as you have updated the AIC. http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks for your help.

SunDevil

<font size="2" face="Verdana, Helvetica, sans-serif">It looks like the well known "Colony" bug AI: the AI always build the same kind of colonizer, instead rotate the ship designes...

JLS June 27th, 2003 09:53 PM

Re: AI Campaign => For a Challenging AI opponent
 
MB, can you send your save game on this, because it is not fair to speculate.

The AI does colonize very well in AIC, and as we all do see, this AI will stay very competitive through out the game http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 27, 2003, 20:56: Message edited by: JLS ]

Grand Lord Vito June 27th, 2003 10:16 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS.
The AI colonizes all the planet types in my games but sometimes it will skip a few planets.
Any idea why?

On thing for sure is the AI does play outstanding.
Good job and keep up he good work http://forum.shrapnelgames.com/images/icons/icon12.gif

mottlee June 28th, 2003 12:42 AM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by JLS:
MB, can you send your save game on this, because it is not fair to speculate.

The AI does colonize very well in AIC, and as we all do see, this AI will stay very competitive through out the game http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Yes it dose! I am having a good Ol time trying kick but (still with mine prob)

Master Belisarius June 28th, 2003 12:52 AM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by JLS:
MB, can you send your save game on this, because it is not fair to speculate.

The AI does colonize very well in AIC, and as we all do see, this AI will stay very competitive through out the game http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Just was a comment about the SunDevil post... and no, I don't have a savefile and sorry if I was just speculating. Simply seemed to me like the "colony bug" thing that I saw many times.

Finally, want to say that "Colony Bug" ship have nothing to be with an special MOD, it's a hardcoded behavior... although can be avoided in part using different lines for Gas, Ice and Rock colonizers into the contruction_vehicles.txt

SunDevil June 28th, 2003 04:37 AM

Re: AI Campaign => For a Challenging AI opponent
 
JLS,

My intention has not been to take over this topic with what is happening with my mod. I am not going to ever release this mod, and I wasn't trying to get you or anyone else to troubleshoot the changes I have made to your mod. I just saw a situation in which the ai did not expand or colonize in certain situations during my games, I only mentioned it within this topic to see if you saw these circumstances as well, like I have done numerous other times in numerous other issues. This will be mostly likely my Last post in this topic, thanks for all your help and for making a great mod.

Just based on what MB said in the previous post, he is a copy of some of ai states in the ai_construction_vehicle file of the STOCK AIC MOD.

AI State := Prepare for Attack, Attack
Num Queue Entries := 20
Entry 1 Type := Base Space Yard
Entry 1 Planet Per Item := 0
Entry 1 Must Have At Least := 5
Entry 2 Type := Destroy Planet
Entry 2 Planet Per Item := 0
Entry 2 Must Have At Least := 1
Entry 3 Type := Destroy Star
Entry 3 Planet Per Item := 0
Entry 3 Must Have At Least := 1
Entry 4 Type := Attack Ship
Entry 4 Planet Per Item := 20
Entry 4 Must Have At Least := 36
Entry 5 Type := Kamikaze Attack Ship
Entry 5 Planet Per Item := 40
Entry 5 Must Have At Least := 12
Entry 6 Type := Battle Cruiser
Entry 6 Planet Per Item := 0
Entry 6 Must Have At Least := 8
Entry 7 Type := Battleship
Entry 7 Planet Per Item := 0
Entry 7 Must Have At Least := 4
Entry 8 Type := Flag Ship
Entry 8 Planet Per Item := 0
Entry 8 Must Have At Least := 2
Entry 9 Type := Boarding Ship
Entry 9 Planet Per Item := 40
Entry 9 Must Have At Least := 8
Entry 10 Type := Supply Ship
Entry 10 Planet Per Item := 80
Entry 10 Must Have At Least := 4
Entry 11 Type := Mine Sweeper
Entry 11 Planet Per Item := 200
Entry 11 Must Have At Least := 2
Entry 12 Type := Fighter-S
Entry 12 Planet Per Item := 5
Entry 12 Must Have At Least := 0
Entry 13 Type := Carrier
Entry 13 Planet Per Item := 30
Entry 13 Must Have At Least := 2
Entry 14 Type := Troop Transport
Entry 14 Planet Per Item := 80
Entry 14 Must Have At Least := 8
Entry 15 Type := Support Ship
Entry 15 Planet Per Item := 60
Entry 15 Must Have At Least := 3
Entry 16 Type := Recon Satellite
Entry 16 Planet Per Item := 50
Entry 16 Must Have At Least := 1
Entry 17 Type := Anti-Ship Drone
Entry 17 Planet Per Item := 10
Entry 17 Must Have At Least := 1
Entry 18 Type := Anti-Planet Drone
Entry 18 Planet Per Item := 10
Entry 18 Must Have At Least := 1
Entry 19 Type := Drone Carrier
Entry 19 Planet Per Item := 80
Entry 19 Must Have At Least := 2
**Entry 20 Type := Colonizer
**Entry 20 Planet Per Item := 0
**Entry 20 Must Have At Least := 2

When the ai is in this state, as long as the ai player has two active colony ships, it will not build anymore. So if the ai is stuck within this state fighting with another race for an extended amount of time it will not build any colony ships unless the number drops below two. I have no idea where it is determined if the ai player actually colonizes a planet or not with the two available colony ships. There is no set specific types of colony ships specified in this state.

AI State := Prepare for Defense, Defend (Short Term), Defend (Long Term)
Num Queue Entries := 31
Entry 1 Type := Weapon Platform
Entry 1 Planet Per Item := 5
Entry 1 Must Have At Least := 10
Entry 2 Type := Troop
Entry 2 Planet Per Item := 1
Entry 2 Must Have At Least := 1500
Entry 3 Type := Base Space Yard
Entry 3 Planet Per Item := 0
Entry 3 Must Have At Least := 2
Entry 4 Type := Recon Satellite
Entry 4 Planet Per Item := 50
Entry 4 Must Have At Least := 2
Entry 5 Type := Fighter-S
Entry 5 Planet Per Item := 5
Entry 5 Must Have At Least := 0
Entry 6 Type := Satellite
Entry 6 Planet Per Item := 10
Entry 6 Must Have At Least := 0
Entry 7 Type := Defense base-SS
Entry 7 Planet Per Item := 80
Entry 7 Must Have At Least := 4
Entry 8 Type := Defense Ship
Entry 8 Planet Per Item := 30
Entry 8 Must Have At Least := 12
Entry 9 Type := Attack Ship
Entry 9 Planet Per Item := 30
Entry 9 Must Have At Least := 20
Entry 10 Type := Kamikaze Attack Ship
Entry 10 Planet Per Item := 40
Entry 10 Must Have At Least := 6
Entry 11 Type := Boarding Ship
Entry 11 Planet Per Item := 60
Entry 11 Must Have At Least := 6
Entry 12 Type := Defense Base-BS
Entry 12 Planet Per Item := 80
Entry 12 Must Have At Least := 1
Entry 13 Type := Weapon Platform
Entry 13 Planet Per Item := 5
Entry 13 Must Have At Least := 10
Entry 14 Type := Troop
Entry 14 Planet Per Item := 1
Entry 14 Must Have At Least := 3000
Entry 15 Type := Fighter
Entry 15 Planet Per Item := 2
Entry 15 Must Have At Least := 0
Entry 16 Type := Satellite
Entry 16 Planet Per Item := 10
Entry 16 Must Have At Least := 0
Entry 17 Type := Mine Layer
Entry 17 Planet Per Item := 200
Entry 17 Must Have At Least := 3
Entry 18 Type := Satellite Layer
Entry 18 Planet Per Item := 200
Entry 18 Must Have At Least := 3
Entry 19 Type := Defense base
Entry 19 Planet Per Item := 50
Entry 19 Must Have At Least := 1
**Entry 20 Type := Colonizer
**Entry 20 Planet Per Item := 0
**Entry 20 Must Have At Least := 1
Entry 21 Type := Weapon Platform
Entry 21 Planet Per Item := 5
Entry 21 Must Have At Least := 15
Entry 22 Type := Troop
Entry 22 Planet Per Item := 1
Entry 22 Must Have At Least := 5000
Entry 23 Type := Fighter
Entry 23 Planet Per Item := 2
Entry 23 Must Have At Least := 0
Entry 24 Type := Troop Transport
Entry 24 Planet Per Item := 100
Entry 24 Must Have At Least := 2
Entry 25 Type := Carrier
Entry 25 Planet Per Item := 30
Entry 25 Must Have At Least := 2
Entry 26 Type := Population Transport
Entry 26 Planet Per Item := 100
Entry 26 Must Have At Least := 4
Entry 27 Type := Close Warp Point
Entry 27 Planet Per Item := 0
Entry 27 Must Have At Least := 0
Entry 28 Type := Weapon Platform
Entry 28 Planet Per Item := 5
Entry 28 Must Have At Least := 25
Entry 29 Type := Troop
Entry 29 Planet Per Item := 1
Entry 29 Must Have At Least := 10000
Entry 30 Type := Fighter
Entry 30 Planet Per Item := 2
Entry 30 Must Have At Least := 0
Entry 31 Type := Attack Ship
Entry 31 Planet Per Item := 1
Entry 31 Must Have At Least := 50

In this ai state of defense, as long as the ai player has at least one colony ship it will not build anymore. So if the ai stays in this state for a prolonged period of time, as long as the ai has at least one colony ship of any type, it will not build anymore. There is no set specific colony type ships within in this state.

AI State := Not Connected
Num Queue Entries := 30
Entry 1 Type := Troop
Entry 1 Planet Per Item := 0
Entry 1 Must Have At Least := 350
Entry 2 Type := Weapon Platform
Entry 2 Planet Per Item := 10
Entry 2 Must Have At Least := 5
Entry 3 Type := Fighter-S
Entry 3 Planet Per Item := 5
Entry 3 Must Have At Least := 0
Entry 4 Type := Base Space Yard
Entry 4 Planet Per Item := 0
Entry 4 Must Have At Least := 3
Entry 5 Type := Attack Ship
Entry 5 Planet Per Item := 60
Entry 5 Must Have At Least := 6
Entry 6 Type := Defense Ship
Entry 6 Planet Per Item := 60
Entry 6 Must Have At Least := 6
Entry 7 Type := Defense base
Entry 7 Planet Per Item := 0
Entry 7 Must Have At Least := 4
Entry 8 Type := Kamikaze Attack Ship
Entry 8 Planet Per Item := 80
Entry 8 Must Have At Least := 2
Entry 9 Type := Boarding Ship
Entry 9 Planet Per Item := 80
Entry 9 Must Have At Least := 2
**Entry 10 Type := Colony * (Rock)
**Entry 10 Planet Per Item := 0
**Entry 10 Must Have At Least := 2
**Entry 11 Type := Colony * (Ice)
**Entry 11 Planet Per Item := 0
**Entry 11 Must Have At Least := 3
**Entry 12 Type := Colony * (Gas)
**Entry 12 Planet Per Item := 0
**Entry 12 Must Have At Least := 1
**Entry 13 Type := Colonizer
**Entry 13 Planet Per Item := 30
**Entry 13 Must Have At Least := 0
Entry 14 Type := Open Warp Point
Entry 14 Planet Per Item := 0
Entry 14 Must Have At Least := 1
Entry 15 Type := Create Planet
Entry 15 Planet Per Item := 0
Entry 15 Must Have At Least := 1
Entry 16 Type := Satellite
Entry 16 Planet Per Item := 10
Entry 16 Must Have At Least := 0
Entry 17 Type := Weapon Platform
Entry 17 Planet Per Item := 20
Entry 17 Must Have At Least := 10
Entry 18 Type := Satellite Layer
Entry 18 Planet Per Item := 100
Entry 18 Must Have At Least := 1
Entry 19 Type := Mine Layer
Entry 19 Planet Per Item := 100
Entry 19 Must Have At Least := 1
Entry 20 Type := Fighter
Entry 20 Planet Per Item := 2
Entry 20 Must Have At Least := 0
Entry 21 Type := Carrier
Entry 21 Planet Per Item := 60
Entry 21 Must Have At Least := 2
Entry 22 Type := Support Ship
Entry 22 Planet Per Item := 30
Entry 22 Must Have At Least := 2
Entry 23 Type := Troop Transport
Entry 23 Planet Per Item := 100
Entry 23 Must Have At Least := 4
Entry 24 Type := Recon Satellite
Entry 24 Planet Per Item := 0
Entry 24 Must Have At Least := 1
Entry 25 Type := Mine Sweeper
Entry 25 Planet Per Item := 0
Entry 25 Must Have At Least := 2
Entry 26 Type := Population Transport
Entry 26 Planet Per Item := 80
Entry 26 Must Have At Least := 8
Entry 27 Type := Anti-Ship Drone
Entry 27 Planet Per Item := 0
Entry 27 Must Have At Least := 6
Entry 28 Type := Anti-Planet Drone
Entry 28 Planet Per Item := 0
Entry 28 Must Have At Least := 6
Entry 29 Type := Drone Carrier
Entry 29 Planet Per Item := 100
Entry 29 Must Have At Least := 1
Entry 30 Type := Troop
Entry 30 Planet Per Item := 1
Entry 30 Must Have At Least := 0

I posted this Last state as an example of the ai most likely building enough colony ships of different types and their placement towards the top of the queue to provide the ai an opportunity to colonize planets, where as the other ai states do not possess these characteristics.

In the other states that are not posted there are colony type specific ships listed within the state, but they are at the bottom of the queue in each state.

I have a copy of a saved stock AIC mod game around turn 225 where all I did was hit end of turn 225 times for my race and checked the ai players every 50 turns or so. The ai didn't really expand in that game either. If you want me to send you a copy let me know.

SunDevil

P.S. If you go to the abbidon ai construction vehicles.txt file and look at the Infrastructure state, if you count each entry type you will notice this:

Entry 13 Type := Defense Base-SB
Entry 13 Planet Per Item := 100
Entry 13 Must Have At Least := 1
Entry 14 Type := Colonizer
Entry 14 Planet Per Item := 80
Entry 14 Must Have At Least := 1
Entry 15 Type := Troop
Entry 15 Planet Per Item := 1
Entry 15 Must Have At Least := 0
Entry 10 Type := Weapon Platform
Entry 10 Planet Per Item := 10
Entry 10 Must Have At Least := 0
Entry 11 Type := Satellite
Entry 11 Planet Per Item := 5
Entry 11 Must Have At Least := 1
Entry 12 Type := Mine
Entry 12 Planet Per Item := 10
Entry 12 Must Have At Least := 1
Entry 13 Type := Satellite Layer
Entry 13 Planet Per Item := 100
Entry 13 Must Have At Least := 2

This might be causing problems, it might be something to look into.

[ June 28, 2003, 04:51: Message edited by: SunDevil ]

Fyron June 28th, 2003 06:02 AM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

P.S. Do you know what the ai difficulty setting is suppose to affect? So if I chose a high ai difficulty game with a high bonus game what would the ai in terms of advantages be set at.
<font size="2" face="Verdana, Helvetica, sans-serif">Those settings determine which AI ministers are available to the AIs. High means all, Medium means some are unavailable (partial crippling), low means many are unavailable (crippling).

JLS June 28th, 2003 02:14 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> P.S. Do you know what the ai difficulty setting is suppose to affect? So if I chose a high ai difficulty game with a high bonus game what would the ai in terms of advantages be set at.
<font size="2" face="Verdana, Helvetica, sans-serif">Those settings determine which AI ministers are available to the AIs. High means all, Medium means some are unavailable (partial crippling), low means many are unavailable (crippling).</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Fyron, this is a question, not a statement by me. http://forum.shrapnelgames.com/images/icons/icon7.gif
In regards to AI Difficulty:

Is it also tied into AI Settings file.
Personality Group := 3
-----

Tied into DATA Settings file:

Random Player Personality Groups := 4
Random Player Personality Group 1 Percent := 30
Random Player Personality Group 2 Percent := 30
Random Player Personality Group 3 Percent := 30
Random Player Personality Group 4 Percent := 10
=====
That ties into the Start New Game (Players Menu Interface)

Example: Computer Players Difficulty of:
Low, med, high

[ June 28, 2003, 14:27: Message edited by: JLS ]

JLS June 28th, 2003 02:38 PM

Re: AI Campaign => For a Challenging AI opponent
 
SunDevil, this is not the only area in se4 programming that AIC has strayed from the norms you and others may be used to, as many have seen thru play, the AI Players competitiveness, excells in AI Campaign.

Other then, AIC’s Infrastructure variation. The other States are textbook, with Aaron Halls defaults groupings. Also, includes a variation of MB’s AI Colonizer efficiency protocol.

Others that play AIC do attest, that the AI does colonize well, and the Human Player must play a good game thru out; in order to keep up with this AI http://forum.shrapnelgames.com/images/icons/icon12.gif

If the Colonizers, where to be moved up in Priority or a PPI added to the Colonizers in some AI State groupings, as you may be suggesting SunDevil. The AI Player WILL in FACT make more Colonizers and then burden the Human Players as opposed to just challenge the Human Player in a starting [None Bonus AI Game].

====

Quote:

Originally posted by SunDevil:

When the ai is in this state, as long as the ai player has two active colony ships, it will not build anymore. So if the ai is stuck within this state fighting with another race for an extended amount of time it will not build any colony ships unless the number drops below two. I have no idea where it is determined if the ai player actually colonizes a planet or not with the two available colony ships. There is no set specific types of colony ships specified in this state.

AI State := Prepare for Attack, Attack
AI State := Prepare for Defense, Defend (Short Term), Defend (Long Term)
<font size="2" face="Verdana, Helvetica, sans-serif">SunDevil.
In regards to many Colonizers in the Prepare Attack and Attack States, you do not expect the AI Player to Attack with Colonizers. The Colonizers will come from the Secure Holdings State and only if Victorious from the Attack State. http://forum.shrapnelgames.com/images/icons/icon12.gif

In regards to many Colonizers in ANY DEFENSE STATE, you do not expect the AI Player to DEFEND ITSELF with Colonizers do you SunDevil?

There is a lot of thought that must go into an AI Players Vehicle Construction file. It cannot be arbitrary.



Reference
Quote:

Infrastructure state, if you count each entry type you will notice this:

Entry 13 Type := Defense Base-SB
Entry 13 Planet Per Item := 100
Entry 13 Must Have At Least := 1
Entry 14 Type := Colonizer
Entry 14 Planet Per Item := 80
Entry 14 Must Have At Least := 1
Entry 15 Type := Troop
Entry 15 Planet Per Item := 1
Entry 15 Must Have At Least := 0
Entry 10 Type := Weapon Platform
Entry 10 Planet Per Item := 10
Entry 10 Must Have At Least := 0
Entry 11 Type := Satellite
Entry 11 Planet Per Item := 5
Entry 11 Must Have At Least := 1
Entry 12 Type := Mine
Entry 12 Planet Per Item := 10
Entry 12 Must Have At Least := 1
Entry 13 Type := Satellite Layer
Entry 13 Planet Per Item := 100
Entry 13 Must Have At Least := 2

This might be causing problems, it might be something to look into:
<font size="2" face="Verdana, Helvetica, sans-serif">Since I programed this SD, and it works without errors, the AI will do what I want, when I want and how I want.
When it is supposed to do it, as per its se4 AI State Change Logic. http://forum.shrapnelgames.com/images/icons/icon12.gif

Further AIC Reference

AI State := Secure Holdings After Attack, Incursion
Num Queue Entries := 27
Entry 1 Type := Weapon Platform
Entry 1 Planet Per Item := 5
Entry 1 Must Have At Least := 10
Entry 2 Type := Troop
Entry 2 Planet Per Item := 1
Entry 2 Must Have At Least := 140
Entry 3 Type := Base Space Yard
Entry 3 Planet Per Item := 0
Entry 3 Must Have At Least := 3
Entry 4 Type := Attack Ship
Entry 4 Planet Per Item := 30
Entry 4 Must Have At Least := 26
Entry 5 Type := Kamikaze Attack Ship
Entry 5 Planet Per Item := 60
Entry 5 Must Have At Least := 12
Entry 6 Type := Boarding Ship
Entry 6 Planet Per Item := 60
Entry 6 Must Have At Least := 8
Entry 7 Type := Colonizer
Entry 7 Planet Per Item := 0
Entry 7 Must Have At Least := 2
Entry 8 Type := Mine Sweeper
Entry 8 Planet Per Item := 100
Entry 8 Must Have At Least := 2
Entry 9 Type := Fighter-S
Entry 9 Planet Per Item := 5
Entry 9 Must Have At Least := 0
Entry 10 Type := Carrier
Entry 10 Planet Per Item := 30
Entry 10 Must Have At Least := 2
Entry 11 Type := Support Ship
Entry 11 Planet Per Item := 50
Entry 11 Must Have At Least := 1
Entry 12 Type := Troop Transport
Entry 12 Planet Per Item := 80
Entry 12 Must Have At Least := 4
Entry 13 Type := Anti-Ship Drone
Entry 13 Planet Per Item := 10
Entry 13 Must Have At Least := 1
Entry 14 Type := Anti-Planet Drone
Entry 14 Planet Per Item := 10
Entry 14 Must Have At Least := 1
Entry 15 Type := Drone Carrier
Entry 15 Planet Per Item := 100
Entry 15 Must Have At Least := 1
Entry 16 Type := Defense Ship
Entry 16 Planet Per Item := 40
Entry 16 Must Have At Least := 18
Entry 17 Type := Satellite
Entry 17 Planet Per Item := 10
Entry 17 Must Have At Least := 1
Entry 18 Type := Mine
Entry 18 Planet Per Item := 10
Entry 18 Must Have At Least := 1
Entry 19 Type := Mine Layer
Entry 19 Planet Per Item := 100
Entry 19 Must Have At Least := 3
Entry 20 Type := Satellite Layer
Entry 20 Planet Per Item := 80
Entry 20 Must Have At Least := 3
Entry 21 Type := Recon Satellite
Entry 21 Planet Per Item := 50
Entry 21 Must Have At Least := 2
Entry 22 Type := Population Transport
Entry 22 Planet Per Item := 50
Entry 22 Must Have At Least := 8
Entry 23 Type := Weapon Platform
Entry 23 Planet Per Item := 5
Entry 23 Must Have At Least := 0
Entry 24 Type := Troop
Entry 24 Planet Per Item := 1
Entry 24 Must Have At Least := 0
Entry 25 Type := Colony * (Rock)
Entry 25 Planet Per Item := 0
Entry 25 Must Have At Least := 1
Entry 26 Type := Colony * (Ice)
Entry 26 Planet Per Item := 0
Entry 26 Must Have At Least := 1
Entry 27 Type := Colony * (Gas)
Entry 27 Planet Per Item := 0
Entry 27 Must Have At Least := 1

AI State := Exploration
Num Queue Entries := 44
Entry 1 Type := Troop
Entry 1 Planet Per Item := 1
Entry 1 Must Have At Least := 350
Entry 2 Type := Weapon Platform
Entry 2 Planet Per Item := 20
Entry 2 Must Have At Least := 4
Entry 3 Type := Base Space Yard
Entry 3 Planet Per Item := 0
Entry 3 Must Have At Least := 3
Entry 4 Type := Defense Base-SS
Entry 4 Planet Per Item := 0
Entry 4 Must Have At Least := 2
Entry 5 Type := Science Vessel
Entry 5 Planet Per Item := 0
Entry 5 Must Have At Least := 2
Entry 6 Type := Colonizer
Entry 6 Planet Per Item := 0
Entry 6 Must Have At Least := 1
Entry 7 Type := Defense Ship
Entry 7 Planet Per Item := 0
Entry 7 Must Have At Least := 1
Entry 8 Type := Kamikaze Attack Ship
Entry 8 Planet Per Item := 0
Entry 8 Must Have At Least := 2
Entry 9 Type := Science Vessel
Entry 9 Planet Per Item := 0
Entry 9 Must Have At Least := 3
Entry 10 Type := Colonizer
Entry 10 Planet Per Item := 0
Entry 10 Must Have At Least := 2
Entry 11 Type := Defense Ship
Entry 11 Planet Per Item := 0
Entry 11 Must Have At Least := 2
Entry 12 Type := Science Vessel
Entry 12 Planet Per Item := 100
Entry 12 Must Have At Least := 4
Entry 13 Type := Defense Ship
Entry 13 Planet Per Item := 90
Entry 13 Must Have At Least := 3
Entry 14 Type := Attack Ship
Entry 14 Planet Per Item := 50
Entry 14 Must Have At Least := 12
Entry 15 Type := Kamikaze Attack Ship
Entry 15 Planet Per Item := 70
Entry 15 Must Have At Least := 4
Entry 16 Type := Boarding Ship
Entry 16 Planet Per Item := 70
Entry 16 Must Have At Least := 4
Entry 17 Type := Troop
Entry 17 Planet Per Item := 1
Entry 17 Must Have At Least := 0
Entry 18 Type := Weapon Platform
Entry 18 Planet Per Item := 10
Entry 18 Must Have At Least := 0
Entry 19 Type := Mine
Entry 19 Planet Per Item := 5
Entry 19 Must Have At Least := 1
Entry 20 Type := Satellite
Entry 20 Planet Per Item := 20
Entry 20 Must Have At Least := 1
Entry 21 Type := Mine Layer
Entry 21 Planet Per Item := 80
Entry 21 Must Have At Least := 1
Entry 22 Type := Satellite Layer
Entry 22 Planet Per Item := 80
Entry 22 Must Have At Least := 1
Entry 23 Type := Population Transport
Entry 23 Planet Per Item := 50
Entry 23 Must Have At Least := 8
Entry 24 Type := Defense Base-SS
Entry 24 Planet Per Item := 0
Entry 24 Must Have At Least := 4
Entry 25 Type := Troop
Entry 25 Planet Per Item := 1
Entry 25 Must Have At Least := 0
Entry 26 Type := Weapon Platform
Entry 26 Planet Per Item := 10
Entry 26 Must Have At Least := 0
Entry 27 Type := Supply Ship
Entry 27 Planet Per Item := 100
Entry 27 Must Have At Least := 4
Entry 28 Type := Fighter-S
Entry 28 Planet Per Item := 2
Entry 28 Must Have At Least := 0
Entry 29 Type := Carrier
Entry 29 Planet Per Item := 80
Entry 29 Must Have At Least := 1
Entry 30 Type := Support Ship
Entry 30 Planet Per Item := 40
Entry 30 Must Have At Least := 1
Entry 31 Type := Troop
Entry 31 Planet Per Item := 1
Entry 31 Must Have At Least := 0
Entry 32 Type := Weapon Platform
Entry 32 Planet Per Item := 10
Entry 32 Must Have At Least := 0
Entry 33 Type := Battle Cruiser
Entry 33 Planet Per Item := 0
Entry 33 Must Have At Least := 4
Entry 34 Type := Battleship
Entry 34 Planet Per Item := 0
Entry 34 Must Have At Least := 2
Entry 35 Type := Flag Ship
Entry 35 Planet Per Item := 0
Entry 35 Must Have At Least := 1
Entry 36 Type := Recon Satellite
Entry 36 Planet Per Item := 50
Entry 36 Must Have At Least := 2
Entry 37 Type := Troop Transport
Entry 37 Planet Per Item := 100
Entry 37 Must Have At Least := 2
Entry 38 Type := Defense Base
Entry 38 Planet Per Item := 100
Entry 38 Must Have At Least := 1
Entry 39 Type := Create Planet
Entry 39 Planet Per Item := 0
Entry 39 Must Have At Least := 1
Entry 40 Type := Open Warp Point
Entry 40 Planet Per Item := 0
Entry 40 Must Have At Least := 1
Entry 41 Type := Weapon Platform
Entry 41 Planet Per Item := 5
Entry 41 Must Have At Least := 0
Entry 42 Type := Fighter-S
Entry 42 Planet Per Item := 2
Entry 42 Must Have At Least := 0
Entry 43 Type := Troop
Entry 43 Planet Per Item := 1
Entry 43 Must Have At Least := 0
Entry 44 Type := Colony * (Rock)
Entry 44 Planet Per Item := 0
Entry 44 Must Have At Least := 1
Entry 45 Type := Colony * (Ice)
Entry 45 Planet Per Item := 0
Entry 45 Must Have At Least := 2
Entry 46 Type := Colony * (Gas)
Entry 46 Planet Per Item := 0
Entry 46 Must Have At Least := 1

AI State := Infrastructure
Num Queue Entries := 40
Entry 1 Type := Weapon Platform
Entry 1 Planet Per Item := 5
Entry 1 Must Have At Least := 10
Entry 2 Type := Base Space Yard
Entry 2 Planet Per Item := 0
Entry 2 Must Have At Least := 4
Entry 3 Type := Fighter-S
Entry 3 Planet Per Item := 5
Entry 3 Must Have At Least := 1
Entry 4 Type := Troop
Entry 4 Planet Per Item := 1
Entry 4 Must Have At Least := 0
Entry 5 Type := Defense base-SS
Entry 5 Planet Per Item := 0
Entry 5 Must Have At Least := 3
Entry 6 Type := Defense Ship
Entry 6 Planet Per Item := 60
Entry 6 Must Have At Least := 6
Entry 7 Type := Attack Ship
Entry 7 Planet Per Item := 30
Entry 7 Must Have At Least := 20
Entry 8 Type := Kamikaze Attack Ship
Entry 8 Planet Per Item := 60
Entry 8 Must Have At Least := 6
Entry 9 Type := Battle Cruiser
Entry 9 Planet Per Item := 0
Entry 9 Must Have At Least := 4
Entry 10 Type := Battleship
Entry 10 Planet Per Item := 0
Entry 10 Must Have At Least := 2
Entry 11 Type := Flag Ship
Entry 11 Planet Per Item := 0
Entry 11 Must Have At Least := 1
Entry 12 Type := Boarding Ship
Entry 12 Planet Per Item := 60
Entry 12 Must Have At Least := 6
Entry 13 Type := Defense Base-SB
Entry 13 Planet Per Item := 100
Entry 13 Must Have At Least := 1
Entry 14 Type := Colonizer
Entry 14 Planet Per Item := 80
Entry 14 Must Have At Least := 1
Entry 15 Type := Troop
Entry 15 Planet Per Item := 1
Entry 15 Must Have At Least := 0
Entry 10 Type := Weapon Platform
Entry 10 Planet Per Item := 10
Entry 10 Must Have At Least := 0
Entry 11 Type := Satellite
Entry 11 Planet Per Item := 5
Entry 11 Must Have At Least := 1
Entry 12 Type := Mine
Entry 12 Planet Per Item := 10
Entry 12 Must Have At Least := 1
Entry 13 Type := Satellite Layer
Entry 13 Planet Per Item := 100
Entry 13 Must Have At Least := 2
Entry 14 Type := Mine Layer
Entry 14 Planet Per Item := 100
Entry 14 Must Have At Least := 2
Entry 15 Type := Mine Sweeper
Entry 15 Planet Per Item := 200
Entry 15 Must Have At Least := 2
Entry 16 Type := Fighter-S
Entry 16 Planet Per Item := 5
Entry 16 Must Have At Least := 0
Entry 17 Type := Carrier
Entry 17 Planet Per Item := 60
Entry 17 Must Have At Least := 1
Entry 18 Type := Support Ship
Entry 18 Planet Per Item := 30
Entry 18 Must Have At Least := 2
Entry 19 Type := Troop
Entry 19 Planet Per Item := 1
Entry 19 Must Have At Least := 0
Entry 20 Type := Troop Transport
Entry 20 Planet Per Item := 100
Entry 20 Must Have At Least := 4
Entry 21 Type := Weapon Platform
Entry 21 Planet Per Item := 10
Entry 21 Must Have At Least := 0
Entry 22 Type := Anti-Planet Drone
Entry 22 Planet Per Item := 10
Entry 22 Must Have At Least := 1
Entry 23 Type := Anti-Ship Drone
Entry 23 Planet Per Item := 10
Entry 23 Must Have At Least := 1
Entry 24 Type := Drone Carrier
Entry 24 Planet Per Item := 80
Entry 24 Must Have At Least := 1
Entry 25 Type := Population Transport
Entry 25 Planet Per Item := 80
Entry 25 Must Have At Least := 6
Entry 26 Type := Recon Satellite
Entry 26 Planet Per Item := 50
Entry 26 Must Have At Least := 2
Entry 27 Type := Attack Base
Entry 27 Planet Per Item := 200
Entry 27 Must Have At Least := 1
Entry 28 Type := Create Planet
Entry 28 Planet Per Item := 0
Entry 28 Must Have At Least := 1
Entry 29 Type := Open Warp Point
Entry 29 Planet Per Item := 0
Entry 29 Must Have At Least := 1
Entry 30 Type := Close Warp Point
Entry 30 Planet Per Item := 0
Entry 30 Must Have At Least := 0
Entry 31 Type := Destroy Storm
Entry 31 Planet Per Item := 0
Entry 31 Must Have At Least := 1
Entry 32 Type := Destroy Black Hole
Entry 32 Planet Per Item := 0
Entry 32 Must Have At Least := 1
Entry 33 Type := Destroy Nebulae
Entry 33 Planet Per Item := 0
Entry 33 Must Have At Least := 1
Entry 34 Type := Create Star
Entry 34 Planet Per Item := 0
Entry 34 Must Have At Least := 1
Entry 35 Type := Defense base
Entry 35 Planet Per Item := 100
Entry 35 Must Have At Least := 0
Entry 36 Type := Weapon Platform
Entry 36 Planet Per Item := 5
Entry 36 Must Have At Least := 0
Entry 37 Type := Troop
Entry 37 Planet Per Item := 1
Entry 37 Must Have At Least := 0
Entry 38 Type := Colony * (Rock)
Entry 38 Planet Per Item := 0
Entry 38 Must Have At Least := 1
Entry 39 Type := Colony * (Ice)
Entry 39 Planet Per Item := 0
Entry 39 Must Have At Least := 2
Entry 40 Type := Colony * (Gas)
Entry 40 Planet Per Item := 0
Entry 40 Must Have At Least := 1

[ June 28, 2003, 17:01: Message edited by: JLS ]

Fyron June 28th, 2003 06:16 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by JLS:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> P.S. Do you know what the ai difficulty setting is suppose to affect? So if I chose a high ai difficulty game with a high bonus game what would the ai in terms of advantages be set at.

<font size="2" face="Verdana, Helvetica, sans-serif">Those settings determine which AI ministers are available to the AIs. High means all, Medium means some are unavailable (partial crippling), low means many are unavailable (crippling).</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Fyron, this is a question, not a statement by me. http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Huh? http://forum.shrapnelgames.com/image...s/confused.gif What are you talking about? That was a question SunDevil asked, and it recieved no answer until I answered it. http://forum.shrapnelgames.com/image...s/confused.gif

Quote:

In regards to AI Difficulty:

Is it also tied into AI Settings file.
Personality Group := 3
-----

Tied into DATA Settings file:

Random Player Personality Groups := 4
Random Player Personality Group 1 Percent := 30
Random Player Personality Group 2 Percent := 30
Random Player Personality Group 3 Percent := 30
Random Player Personality Group 4 Percent := 10
=====
That ties into the Start New Game (Players Menu Interface)

Example: Computer Players Difficulty of:
Low, med, high
<font size="2" face="Verdana, Helvetica, sans-serif">Umm... no. Those settings have absolutely nothing to do with AI difficulty. Those same settings are used no matter which difficulty you choose.

Fyron June 28th, 2003 06:19 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Since I programed this SD, and it works without errors, the AI will do what I want, when I want and how I want.
When it is supposed to do it, as per its se4 AI State Change Logic.
<font size="2" face="Verdana, Helvetica, sans-serif">You don't think the repeated numbers are a problem? There are two Entry 10s, 11s, 12s, and 13s. They look problematic to me...

cybersol June 28th, 2003 07:53 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Imperator Fyron:
You don't think the repeated numbers are a problem? There are two Entry 10s, 11s, 12s, and 13s. They look problematic to me...
<font size="2" face="Verdana, Helvetica, sans-serif">Yeah, the infrastructure queues definitely need a quick run through renumber.exe. I highly recommend that program if you guys are not using it already.

JLS June 28th, 2003 10:43 PM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks for the input for Infrastructure recycled entries, but it been like this for almost a year and has worked fine for the AI in AIC, but I can see where it will make you wonder http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron, thanks for answering the question in regards to AI difficulty. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 28, 2003, 22:00: Message edited by: JLS ]

macjimmy June 28th, 2003 11:11 PM

Re: AI Campaign => For a Challenging AI opponent
 
Hey, first post here in the forums, just thought I'd say I'm really enjoying AIC. http://forum.shrapnelgames.com/images/icons/icon7.gif
Macjimmy

JLS June 29th, 2003 01:59 AM

Re: AI Campaign => For a Challenging AI opponent
 
[quote]Originally posted by Master Belisarius:
Quote:

Originally posted by JLS:
[qb] Simply seemed to me like the "colony bug" thing that I saw many times.

Finally, want to say that "Colony Bug" ship have nothing to be with an special MOD, it's a hardcoded behavior... although can be avoided in part using different lines for Gas, Ice and Rock colonizers into the contruction_vehicles.txt
<font size="2" face="Verdana, Helvetica, sans-serif">Agreed MB. http://forum.shrapnelgames.com/images/icons/icon7.gif
AIC does have combined and different lines for Gas, Ice and Rock colonizers into the contruction_vehicles.txt lines http://forum.shrapnelgames.com/images/icons/icon7.gif

Basically, as per your teachings, MB; a few months ago http://forum.shrapnelgames.com/images/icons/icon12.gif

If I am coming across chaff in my Posts. It is because of this flu and meds, I need to return to work, I am climbing the walls http://forum.shrapnelgames.com/images/icons/shock.gif

[ June 28, 2003, 13:06: Message edited by: JLS ]

cybersol June 29th, 2003 04:37 AM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by JLS:
Thanks for the input for Infrastructure recycled entries, but it been like this for almost a year and has worked fine for the AI in AIC, but I can see where it will make you wonder.
<font size="2" face="Verdana, Helvetica, sans-serif">I was just putting in a plug for renumber.exe. It can be downloaded here. I have been amazed at how much time and effort it saves. I used to cringe at having to move entries around in ship design and construction. Now, Ctrl-C twice and Ctrl-V twice and it has done all the work of renumbering for me.

P.S. Please check your private mail JLS.

oleg June 29th, 2003 05:32 AM

Re: AI Campaign => For a Challenging AI opponent
 
I play Organic+Religious race. It gives me Macrobiotic City and Spiritual City. I like Macrobiotic more - it gives more research. But upgrades go settlement -> town -> spir.city http://forum.shrapnelgames.com/images/icons/icon9.gif
Any way to change it ?

Spoo June 29th, 2003 06:04 AM

Re: AI Campaign => For a Challenging AI opponent
 
In a high-tech start the initial facilities on my homeworld are significantly less than ideal. Is this fixable?

Also, with "show only latest" in high-tech, some facilites and components show an obsolete Version next to the newer one (Psychic Intel Center III comes to mind as a specific example). I suppose some of these may be intensional with the facilities to avoid abuse of upgrading, but for the components I imagine this is a minor bug.

Also, I've noticed that maintainence seems higher in AIC. What is the base maint. cost, and how low can you get it by stacking racial + cultural + component + system-wide facility modifiers? Is there a min. maint cost like in stock SE4, or can you get it to zero?

JLS June 29th, 2003 04:12 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by cybersol:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by JLS:
Thanks for the input for Infrastructure recycled entries, but it been like this for almost a year and has worked fine for the AI in AIC, but I can see where it will make you wonder.

<font size="2" face="Verdana, Helvetica, sans-serif">I was just putting in a plug for renumber.exe.

P.S. Please check your private mail JLS.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Cybersol, thank you for posting this program and you may have meant well... .

However, it advised that AIC Players not to alter any files, Data or otherwise, at least until they have experienced the game as the Author intended.

Cybersol, there is no new PMs from your self in my box.

[ June 29, 2003, 18:55: Message edited by: JLS ]

JLS June 29th, 2003 04:43 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by oleg:
I play Organic+Religious race. It gives me Macrobiotic City and Spiritual City. I like Macrobiotic more - it gives more research. But upgrades go settlement -> town -> spir.city

Any way to change it ?

<font size="2" face="Verdana, Helvetica, sans-serif">Good question Oleg.

The Spiritual Cities tend to generate about much more intelligence and less research per month. http://forum.shrapnelgames.com/images/icons/icon12.gif
The Spiritual Cities also will produce about 30% more Organics then most other comparable Cities http://forum.shrapnelgames.com/images/icons/icon12.gif

===
AIC Human Player, Urban Colonial Development progressition.

Colonial Settlement
Towns
Cities
Spiritual City (Religious traits)
Temporal City (Temporal traits)
Telekinetic City (Psychic traits)
City of Crystal (Crystal traits)
Macrobiotic City (Organic traits)

The Metropolitan Centers below are Continental in size and tend to elevated and vertical.
Metropolis
Megalopolis
Cultural Center

[ June 29, 2003, 18:48: Message edited by: JLS ]

JLS June 29th, 2003 07:34 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

In a high-tech start the initial facilities on my homeworld are significantly less than ideal. Is this fixable?
<font size="2" face="Verdana, Helvetica, sans-serif">Good, question, Spoo.

In some Mods High Tech Starts are not recommended, and are used primarily for testing purposes and AIC is one of these type Mods..
AIC is optimized for Standard tech starts, and Medium tech Starts where a players gets a larger starting count of Techs. It is rare that one may start a game with all techs available, but sure, AIC will give some interesting results for both the Human and the AI Players.

Quote:

Also, I've noticed that maintainence seems higher in AIC. What is the base maint. cost, and how low can you get it by stacking racial + cultural + component + system-wide facility modifiers? Is there a min. maint cost like in stock SE4, or can you get it to zero?
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, the maintenance in AIC is at a premium.
In regards to how low a Human Player can achieve this in AIC this will depend on the Race and Culture you choose, the Research path you follow the amount of investment you are willing to invest in some Characteristics and the maximum Ship size and type you wish to build.

There are many Paths to take in AIC to play a successful game and this should be experimented and decided by the individual Player. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

Also, with "show only latest" in high-tech, some facilites and components show an obsolete Version next to the newer one (Psychic Intel Center III comes to mind as a specific example). I suppose some of these may be intensional with the facilities to avoid abuse of upgrading, but for the components I imagine this is a minor bug.
<font size="2" face="Verdana, Helvetica, sans-serif">This is a result of the latest upgrade when AIC added more facility options for the Human Players as result it currently displays the added Facilities from the previous upgrade. The addition of the Psychic Intel Center IV and V Facility comes to mind as a specific example

The next up grade will list them as usual and any new facilities added in sequence will be listed as you pointed out; as to highlight the additions http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 29, 2003, 18:46: Message edited by: JLS ]

mottlee June 29th, 2003 08:15 PM

Re: AI Campaign => For a Challenging AI opponent
 
JLS
check PM's

http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS June 30th, 2003 12:50 AM

Re: AI Campaign => For a Challenging AI opponent
 
Thanks Mottlee http://forum.shrapnelgames.com/images/icons/icon7.gif

The new file is on the way http://forum.shrapnelgames.com/images/icons/icon12.gif

QBrigid July 1st, 2003 07:13 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by JLS:

As this applies to, “towns, cities any of the other multi use structures”.

The way AIC is programmed. The AI will start you with the correct amount of individual Racial Population Centers/Cultural Centers, when you start your AI Campaign game. This is done because there is an Individual AIC Racial Construction Trait, for every Race even a dual Races that you may choose, as you will notice in both your AIC RacialTraits and TechArea File.


<font size="2" face="Verdana, Helvetica, sans-serif">JLS.
How does this apply to other buildings in AIC and the {AI Only} trait that up until now has only been seen in AI Campaign?

Fyron July 1st, 2003 07:44 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

the {AI Only} trait that up until now has only been seen in AI Campaign?
<font size="2" face="Verdana, Helvetica, sans-serif">There have been a number of mods that have AI only traits, actually. None of the major mods have had them, but some more obscure ones have.

JLS July 1st, 2003 08:37 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by QBrigid:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by JLS:

As this applies to, “towns, cities any of the other multi use structures”.

The way AIC is programmed. The AI will start you with the correct amount of individual Racial Population Centers/Cultural Centers, when you start your AI Campaign game. This is done because there is an Individual AIC Racial Construction Trait, for every Race even a dual Races that you may choose, as you will notice in both your AIC RacialTraits and TechArea File.


<font size="2" face="Verdana, Helvetica, sans-serif">JLS.
How does this apply to other buildings in AIC and the {AI Only} trait that up until now has only been seen in AI Campaign?
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I programmed a Racial Construction Tech to the AI Only Trait so when this trait tie ins are called in the AI Player or AI Neutrals Player General File it will load all the needed Starting information for that AI. The same principle applies when I want the game to load Racial Players Population Centers for the Human Players.

With the AI Balance tech and Human Balance Techs this allows certain Components, Facilities, Intel Projects, Research, Etc to be only accessed by the either the Human Player, Neutral Player or the AI Only Player.

I expect this to be very useful in future Mods, for example, this style of programming has already helped some mod designers of late:

QuarianRex: with his outstanding and creative; Primitive mod he made Last April, that ties to the Neutral players.

Fyrons: Adamant Mod with the (AI ONLY), and if you notice has tied into the Tech and Facilities file as well for his AI, this past month.

To name a few.

It enables the game to load facilities for the Players at the very start of a game, and allows the AI ONLY to have specifics that a Human Player cannot have and of course visa versa; it will add much more versatility to any Mod

[ July 01, 2003, 19:43: Message edited by: JLS ]

Phoenix-D July 1st, 2003 09:18 PM

Re: AI Campaign => For a Challenging AI opponent
 
The best use IMO is to have a seperate AI tech tree, to trick it into doing what you want.

Ex: the AI always uses the Last ship or mount in a list. If you want the biggest ships at the top, the AI would normally end up using Escorts the whole game..but adding a seperate area with duplicate ships will make it behave normally. Same with mounts.

oleg July 1st, 2003 09:32 PM

Re: AI Campaign => For a Challenging AI opponent
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> the {AI Only} trait that up until now has only been seen in AI Campaign?
<font size="2" face="Verdana, Helvetica, sans-serif">There have been a number of mods that have AI only traits, actually. None of the major mods have had them, but some more obscure ones have.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I'm sorry, but AIC is a MAJOR mod. It gives a LOT of entertainment to the solo play !

Ouhh. Another Major example: P&N game - you play as pirate and all AI play "normal" - is't an exaple of "AI only" trait ??

[ July 01, 2003, 20:35: Message edited by: oleg ]

Phoenix-D July 1st, 2003 09:41 PM

Re: AI Campaign => For a Challenging AI opponent
 
"Ouhh. Another Major example: P&N game - you play as pirate and all AI play "normal" - is't an exaple of "AI only" trait "

No, because the human player can play that as well, and isn't discouraged. Its normal, not AI only..

oleg July 1st, 2003 09:56 PM

Re: AI Campaign => For a Challenging AI opponent
 
Hah ! JLS' warning "AI only" is just a suggestion as well. You can play AIC with the cream of "AI only" traits and kill them all VERY FAST.

All this business about "don't pick this trait -it is not for you" is absolutely identical in AIC and PandN. You get the house rules, please folloe them.

Spoo July 8th, 2003 01:58 AM

Re: AI Campaign => For a Challenging AI opponent
 
Was it intensional that Solar Sail III generate more movement points than Efficient Quantum Engines III?


All times are GMT -4. The time now is 10:53 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.