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Litcube February 15th, 2004 02:44 AM

AI Design
 
Is there any way to get the AI to design two or more different attack ship types at a time? It seems as though, if I define more than one Attack type ship in their design file, they only build the Last "attack" entry. It'd be nice if they were more varied.

Rollo February 15th, 2004 02:58 AM

Re: AI Design
 
yes, that is possible. You can use the 'Boarding Ship' and 'Kamikaze Attack Ship' design types for you alternate Ships of the Line.

Those design types are treated just like Attack Ships in regards to inclusion into fleets. I use this a lot for my AI. Works fine. I usually do a 2nd Attack Ship with a different weapon combo and use the 3rd design for a support role (supply ship, repair ship, PD ship, and/or sensors; whatever fits your strategy best).

[ February 15, 2004, 00:59: Message edited by: Rollo ]

Urendi Maleldil February 15th, 2004 03:09 AM

Re: AI Design
 
Is it possible to get the AI to design and use ships that are cross between Attack Ships and Carriers?

Ships would have main weapons like an attack ship and be used mostly for the same purposes, but have one of two Fighter Bays.

Atrocities February 15th, 2004 03:19 AM

Re: AI Design
 
I can get them to make alternate designs as well. Its a bit of a trick, but can be done. Thanks Rollo for the help on the STM.

Rollo February 15th, 2004 03:25 AM

Re: AI Design
 
Quote:

Originally posted by Urendi Maleldil:
Is it possible to get the AI to design and use ships that are cross between Attack Ships and Carriers?

Ships would have main weapons like an attack ship and be used mostly for the same purposes, but have one of two Fighter Bays.

<font size="2" face="sans-serif, arial, verdana">yes, that is possible. You'll have to use the Carrier design type for that (otherwise the fleet minister won't fill up the bays before joining a fleet). Simply use weapon as majority component, then the AI will use a warship hull for the design instead of a carrier hull. Add the fighter bays via the misc. abilities. Voila.

PS: that is also a good way to create alternate attack ships.

[ February 15, 2004, 01:28: Message edited by: Rollo ]

Atrocities February 15th, 2004 03:30 AM

Re: AI Design
 
That is actually a pretty cool idea.

TNZ February 15th, 2004 05:25 AM

Re: AI Design
 
I was trying to get the AI to use more than two weapons types in the AI design creation file. My idea was to add an ability to the weapon components, so I could get the AI to add more than two weapon’s types to its design creation. e.g leaking armor. Using this idea, I was able to get the AI to make a carrier with three different weapon types excluding the point-defense weapon. I don’t know if this is a new idea or not. http://forum.shrapnelgames.com/images/icons/icon7.gif

Litcube February 15th, 2004 06:47 AM

Re: AI Design
 
Yeah, I thought of doing that as well. I might try it.

Right now, I'm fiddling with creating new ship "types" in the Construction Queue AI file, such as "Attack Ship - Long Range", "Attack Ship - Missile." So far I'm having no luck.

TNZ February 15th, 2004 08:21 AM

Re: AI Design
 
In my experience the AI construction vehicles file only use the default design type.

Default AI Design Type -
Attack Ship, Defense Ship, Attack Base, Defense Base, Base Space Yard,
Cargo Transport, Troop Transport, Carrier, Colony (Rock), Colony (Ice),
Colony (Gas), Mine Layer, Mine Sweeper, Boarding Ship, Open Warp Point,
Close Warp Point, Create Planet, Destroy Planet, Create Star, Destroy Star,
Create Storm, Destroy Storm, Space Yard Ship, Mine, Satellite, Weapon Platform,
Troop, Fighter, Create Black Hole, Destroy Black Hole, Create Nebulae,
Destroy Nebulae, Satellite Layer, Kamikaze Attack Ship, Recon Satellite,
Anti-Ship Drone, Anti-Planet Drone, Drone Carrier.

But if you want a long range attack ship and a missile attack ship in the AI design creation file, try this. http://forum.shrapnelgames.com/images/icons/icon7.gif

Colonial AI Design Creation File- Colonial Republic by TNZ

Name := Gunstar
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 10
Size Maximum Tonnage := 2000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 4
Desired Speed := 4

Name := Strikestar
Design Type := Defense Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 10
Size Maximum Tonnage := 1400
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 4
Desired Speed := 4

Rollo February 15th, 2004 01:49 PM

Re: AI Design
 
Quote:

Originally posted by Litcube:
Yeah, I thought of doing that as well. I might try it.

Right now, I'm fiddling with creating new ship "types" in the Construction Queue AI file, such as "Attack Ship - Long Range", "Attack Ship - Missile." So far I'm having no luck.

<font size="2" face="sans-serif, arial, verdana">Thought of doing what as well? Not sure what you are referring to.

You cannot create new design types, but what you can do is using the design names in the queue. It is not working as well as using differrnt types (as described in my earlier post), though.

Rollo February 15th, 2004 01:53 PM

Re: AI Design
 
Quote:

Originally posted by TNZ:
I was trying to get the AI to use more than two weapons types in the AI design creation file. My idea was to add an ability to the weapon components, so I could get the AI to add more than two weapon’s types to its design creation. e.g leaking armor. Using this idea, I was able to get the AI to make a carrier with three different weapon types excluding the point-defense weapon. I don’t know if this is a new idea or not. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">nope, not a new idea. But still a good way to do it http://forum.shrapnelgames.com/images/icons/icon7.gif .

I am curious about you other suggestion of using defense ship design type as the alternate design. In my expirience defense ships tend to make their own fleets and not mix with other ships like attack, boarding, carrier, etc. What are your observations how the AI fleets are handled?

Litcube February 15th, 2004 04:56 PM

Re: AI Design
 
Quote:

Originally posted by Rollo:
Thought of doing what as well? Not sure what you are referring to.

You cannot create new design types, but what you can do is using the design names in the queue. It is not working as well as using differrnt types (as described in my earlier post), though.

<font size="2" face="sans-serif, arial, verdana">What I meant was using abilitiy types to force weapons upon the vehicle.

I tried the design names, and it sure doesn't work very well. I only saw a few ships of a certain type. How bizzare..

I must say, after working for two solid weeks on my Mod, and running into this road block, I'm pretty dissapointed now that I see that the AI is severely limited in it's implementation. Sure, I've spent hours painstakingly laying out a great weapon system. But what's the point if the AI is only going to throw only one family of "weapon X" into their ship designs!?

The work around is using boarding party ships and Kamakaze ships... Does this mean that they'll never build normal boarding ships or kamakaze ships? I have a hunch that they were never effectively utilized by the AI in the first place, thus providing a viable option to get two more attack types out of it.

PvK February 16th, 2004 01:22 AM

Re: AI Design
 
Design names do work, or they did, the Last time I was modding AI's. You might not be understanding how the construction file works, though. If you have, for example, lines to build:

Attack Ship x 10
Named Attack Ship A x 13
Named Attack Ship B x 15

where "Named Attack Ship A" and "Named Attack Ship B" have type = Attack Ship, the AI will build 10 attack ships of the "best" type in its opinion, and then 3 Named Attack Ship A's, and then 2 Named Attack Ship B's. That is, assuming no losses, the numbers subtract the number of ships of the same type (not name) that have already been built. So if you want 10 generic attack ships, 13 A's, and 15 B's, then you need to ask for:

Attack Ship x 10
Named Attack Ship A x 23
Named Attack Ship B x 38

(That is, unless I'm remembering incorrectly, but I don't think I am.)

PvK

[ February 15, 2004, 23:23: Message edited by: PvK ]

Master Belisarius February 16th, 2004 01:35 AM

Re: AI Design
 
Quote:

Originally posted by PvK:
Design names do work, or they did, the Last time I was modding AI's. You might not be understanding how the construction file works, though. If you have, for example, lines to build:

Attack Ship x 10
Named Attack Ship A x 13
Named Attack Ship B x 15

where "Named Attack Ship A" and "Named Attack Ship B" have type = Attack Ship, the AI will build 10 attack ships of the "best" type in its opinion, and then 3 Named Attack Ship A's, and then 2 Named Attack Ship B's. That is, assuming no losses, the numbers subtract the number of ships of the same type (not name) that have already been built. So if you want 10 generic attack ships, 13 A's, and 15 B's, then you need to ask for:

Attack Ship x 10
Named Attack Ship A x 23
Named Attack Ship B x 38

(That is, unless I'm remembering incorrectly, but I don't think I am.)

PvK

<font size="2" face="sans-serif, arial, verdana">You're 100% right.-

Master Belisarius February 16th, 2004 01:41 AM

Re: AI Design
 
Quote:

Originally posted by Litcube:
I tried the design names, and it sure doesn't work very well. I only saw a few ships of a certain type. How bizzare..

<font size="2" face="sans-serif, arial, verdana">Check the PVK post...

Quote:

Originally posted by Litcube:

I must say, after working for two solid weeks on my Mod, and running into this road block, I'm pretty dissapointed now that I see that the AI is severely limited in it's implementation. Sure, I've spent hours painstakingly laying out a great weapon system. But what's the point if the AI is only going to throw only one family of "weapon X" into their ship designs!?

The work around is using boarding party ships and Kamakaze ships... Does this mean that they'll never build normal boarding ships or kamakaze ships? I have a hunch that they were never effectively utilized by the AI in the first place, thus providing a viable option to get two more attack types out of it.

<font size="2" face="sans-serif, arial, verdana">Was you looking some modded AIs to see how they work? Think this is the best way to learn.
Think you should check some TDM's AIs and see many things. The Orks and United Flora are great races to learn about different ship designes.

Urendi Maleldil February 16th, 2004 01:59 AM

Re: AI Design
 
That's great. I haven't read that anywhere before. I thought the TDM AIs did that, but I didn't know how.

Litcube February 16th, 2004 07:08 AM

Re: AI Design
 
Quote:

Originally posted by PvK:

Attack Ship x 10
Named Attack Ship A x 13
Named Attack Ship B x 15
PvK

<font size="2" face="sans-serif, arial, verdana">Where are you getting this x10, x13 and x15 from? The Construction_Vehicle.txt file? If so, I still don't grasp "x10" or "x13"

Litcube February 16th, 2004 10:08 PM

Re: AI Design
 
Ok, I will do that. But surely, you guys don't use the "must have". You're using the planet : ship ratios, correct?

I think this is why the "x" 10 was lost on me.

Paul1980au February 16th, 2004 11:29 PM

Re: AI Design
 
A better more diverse AI would be good, thats where PBW makes up for it - you are up against human opponents.

oleg February 17th, 2004 02:08 AM

Re: AI Design
 
Quote:

Originally posted by Litcube:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by PvK:

Attack Ship x 10
Named Attack Ship A x 13
Named Attack Ship B x 15
PvK

<font size="2" face="sans-serif, arial, verdana">Where are you getting this x10, x13 and x15 from? The Construction_Vehicle.txt file? If so, I still don't grasp "x10" or "x13" </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes, he is talking about that file.
use "must have := number"

Just remember that numbers are cumulattive for each design type.

If you have PvK' Proportions mod, take a look on Pequeninos or Soul Hunters files, they build multiple types of attack ships.

Litcube February 18th, 2004 12:33 AM

Re: AI Design
 
Because it can severely punish the AI for not having a decent economy. The ammount of military should be scaled to their economy. Otherwise, they'll either crash, or lack a decent fleet.

oleg February 18th, 2004 02:07 AM

Re: AI Design
 
Quote:

Originally posted by Litcube:
Ok, I will do that. But surely, you guys don't use the "must have". You're using the planet : ship ratios, correct?

I think this is why the "x" 10 was lost on me.

<font size="2" face="sans-serif, arial, verdana">Why not ? I use it a lot. For example, you don't really need more than few warp openers. It also helps to have enough military ships in case of early war !!

Litcube February 19th, 2004 01:18 AM

Re: AI Design
 
They are there for a reason. And the reason for the "must have" is for a minimum ammount of ships, not to regulate the ammount of a full fledged military.

Litcube February 19th, 2004 01:19 AM

Re: AI Design
 
They are there for a reason. And the reason for the "must have" is for a minimum ammount of ships, not to regulate the ammount of a full fledged military.

oleg February 19th, 2004 02:10 AM

Re: AI Design
 
Quote:

Originally posted by Litcube:
Because it can severely punish the AI for not having a decent economy. The ammount of military should be scaled to their economy. Otherwise, they'll either crash, or lack a decent fleet.
<font size="2" face="sans-serif, arial, verdana">Of course it can if you are not carefull http://forum.shrapnelgames.com/images/icons/icon10.gif
Both lines are there for reason, right ?


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