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Note from MM - AI MODDERS MUST READ THIS
OK guys, I have 2 Messages I received from Aaron. Read them both below, and he'd like to hear back from me ASAP. Please, NO nasty comments here. Just the highest ranking AI concerns plus fixes we've created and they(MM) will include them in the next patch slated for the end of January. Respond below and I'll put together a comprehensive e-mail for Aaron.
E-Mail #1: You guys have been doing tremendous work in the development of new areas for SE4. We applaud your efforts. Please spread the word that if there's anything you need added to the game to help your developments, just email us. Aaron E-Mail #2: Is there a list of the current AI concerns? We've got a ton of different issues to sort through and we weren't aware that AI was a high ranking one. Send it in and we'll get right on it. We're hoping to have another patch out by the end of this month. Aaron |
Re: Note from MM - AI MODDERS MUST READ THIS
I have one issue with the AI.
They never seem to do anything they agree to: ex---ask them to leave a planet, they respond that they will but they never do. ask them to declare war on another AI, they say the will, but never do. |
Re: Note from MM - AI MODDERS MUST READ THIS
It would be nice if the AI were generally more aggressive in several areas...diplomacy, offensive ops, colonization, etc...they seem very passive. And...I don't know if it is possible to do this or not, but could a water world be added to the world types?
------------------ "He's dead, Jim."-- Lt. Commander Leonard "Bones" McCoy |Chief Medical Officer / USS Enterprise (NCC-1701) [This message has been edited by DirkHowitzer (edited 13 January 2001).] [This message has been edited by DirkHowitzer (edited 13 January 2001).] |
Re: Note from MM - AI MODDERS MUST READ THIS
I like to see the AI ally themselves with each other more. That would make the game a little tougher.
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Re: Note from MM - AI MODDERS MUST READ THIS
Ok, I focus on things that are important for me as a MODDER. "Fixing" these will greatly improve the MODs that I can do.
It's somewhat of a long list but most things are not very hard to fix and only need small code fixes if any at all. 1.) ECM/Combat Sensors broken. This is caused by a "misspelling" in all design files. It momentarily reads "combat to hit add" or "combat to hit dec" but should read "combat to hit offense plus" and "combat to hit defense plus". 2.) The RaceName_AI_Strategies.txt are not working, the AI will always use Default_AI_Strategies.txt even so a RaceName_AI_Strategies.txt is placed in the race folder. 3.) The name file (at least the “states.txt”) is to small. The AI runs out of names and stops building new designs altogether. Just increase the design name addendum from 10 to 20 and it should work again (or just add more states :-)). 4.) When the design AI should fill up with shields, it will do so with shield generators every time but should use phased shield generators if available. 5.) Make the AI fill up the Last free tons of tonnage with armor. Currently the AI sometime leaves 20 t of space empty because neither a shield generator nor armor above tech level 4 fits in. 6.) An option to tell the AI which armor to use in its designs would be great. 7.) Spelling inconsistency: All resources are plural (i.e. “resource generation mineral -s- “) except for the mineral storage where it is singular (i.e. “resource storage mineral”). A typo here provokes an “Index Error”. 8.) Add a line “Use master computer if available” in the design files. At the moment you cannot prevent the AI from designing ships with bridges, life support and crew quarters. 9.) Give us the ability to add a computer virus like a point defense weapon to a design. 10.) Fix the engine “bug”. Currently the AI does not invoke the design routine when researching new engines. This seems to be related to the roman numerals in the components.txt. Every more advanced engine needs a higher roman numeral then the engine before. 11.) The empire AI should scrap old units (fighters, weapon platforms) to gain cargo space making room for the new designs. 12.) Atmospheric Converter: The AI should check if the planet already has the desired atmosphere and skip building the facility. It should also scrap the facility if the desired atmosphere has been produced. 13.) A small routine that prevents the AI from spending more then 50% or so of its income on building facilities. Currently the AI can disable itself by upgrading large amounts of facilities and running out of resources. In this case the Ai will scrap/abandon its ships and that leaves them without defense. 13.) The AI should use all remaining points between the maintenance max. and the actually income to build units (if storage is already full). At the moment the AI stops building units if it has reached its maintenance max. even so there are resources left and units don’t cost maintenance. 14.) When assigning orders from the AI_Construction_Vehicles.txt, the AI should try to assign as many as production facilities and resources allow. I.e. when the AI should build 10 cruisers and has only 5 space yards it should order 5 cruisers and go on searching for a unit production and assign them in effect building both, cruisers and units, at the same time. 15.) Give WPs a range modifier like Bases. |
Re: Note from MM - AI MODDERS MUST READ THIS
Ok, here is some more:
1) Spelling for Kamikaze ship default tactic is wrong; it says Ram instead of Kamikaze (as stated in defaultstrategies.txt), which makes Kamikaze ships use Optimal Firing Range tactic instead. 2) Since AI makes a large number of designs, he often uses up all his available names and stops making new designs (as stated by Mephisto). I would propose that they change AI naming system from roman numeral (I, II, III etc.) to something like Mkxxx (where xxx would be a number from 1 to 255). E.g. 'Eagle I' ship will be named 'Eagle Mk1'. That will give AI much more room to make designs, and shouldn't be too hard to do. 3) AI should never build units on planets if there is no storage left on it. Right now, when there is no room on planet, all excess units are: 1- simply not built 2- put on a cargo hold of some orbiting transport or colonizer As a result that transport just stands there whole time doing nothing, probably because the AI doesn't know how to handle that cargo. 4) Bases should always be placed between the closest attacker group and planet. The remaining bases should be symmetrically distributed around planet. Bases should be closer to planet (2 spaces away max). 5) There should be ability to place Satellites on legal spaces before combat (SE3 like), and should be able to split them in Groups (AI should be splitting them like fighters. The number could be specified in Races_Default_Strategies.txt for each race). 6) AI should be scrapping some facilities to make room for the new ones. I.e. he needs to scrap 1 research facility in order to make Central Computer Complex. 7) Combat initiative. Right now Player always moves first in tactical which puts AI in great disadvantage if the fleets are close at the start of combat. Initiative could be based on speed and initiative and should be separate for each ship in combat. 8) AI needs to choose it planet types better. He assigns too often low resource planets for mining, and high resource mining for research and intelligence. It really hurts AI. [This message has been edited by Daynarr (edited 13 January 2001).] |
Re: Note from MM - AI MODDERS MUST READ THIS
Currently during combat when the leader in a formation is destroyed,the rest of the ships break formation. They shouldn't wait for the leader to be destroyed to break formation.
When the leader has it's speed reduced from damage,a new leader should be chosen that has no damage to it's engines,or the formation is just broken up(which I prefer). |
Re: Note from MM - AI MODDERS MUST READ THIS
The AI doesn't know how to handle "known" minefields. This way it keeps on sending ship after ship crippling itself. It should stack minesweepers as well.
The first time the AI runs into a minefield at a certain place, a flag should be set "this way there are mines to be expected" and it should change movement strategy (bigger fleets). I don't know if this can be done easily but perhaps it would be useful to make the AI use "MINESCOUTS", i.e. cheap ships that fly around searching for minefields in a region where it encountered mines before. Then it could send a fleet with sweepers. Or at least a minefield would become "known" without loosing an entire fleet. Strategy: first the scout then the fleet. (P.S.: I'd like to have mines mopped up a bit anyway. See thread "mines could add game depth") [This message has been edited by Eisenhans (edited 13 January 2001).] [This message has been edited by Eisenhans (edited 13 January 2001).] Just one more thing: AI needs to use different populations in a better way to get more undomed planets. [This message has been edited by Eisenhans (edited 13 January 2001).] |
Re: Note from MM - AI MODDERS MUST READ THIS
I'd like to add some more AI issues
1) The AI keeps sending ships and fleets into known minefields. If if hasn't swept the field, it shouldn't send any ships into it. (I'd also like the computer routing of my own ships to avoid entering known minefields, which I'm not sure it does right now). 2) The AI never seems to use troops to capture planets. 3) The AI doesn't seem to invest in enough research facilities when it is doing peaceful expansion, so on large maps or ones with few opponents (and thus long peacetime expansions), the AI gets way behind on research. 4) The AI often doesn't press its advantage when it has it. For instance, an AI at war with me entered a system I own with 2 newly colonized, undefended planets. The next turn, its cruiser just left the system without attacking, giving me time to build up defenses there. 5) The path routing for ships should be intelligent enough for the ships to know to make small detours to resupply (if possible) on trips it will not have enough supply to reach otherwise. (That goes for both the AI races' ships, and ships the player sends). In general, the AI needs to be smarter about range and shouldn't send out colony ships that have a 200 turn ETA because its detination is out of range. (It should be able to figure out whether the ship has enough range and send along a supply ship escort, or build resupply bases along the way first.) |
Re: Note from MM - AI MODDERS MUST READ THIS
Most people's complaints about the AI seem to focus on "it does stupid things" and "it isn't tough enough". While I welcome improvements in that regard, those deficiencies bother me less because I am not a multiplayer gamer and my play style focuses more on internal development of my empire & roleplaying the part of an emperor than on "winning the game". I see conflict in this sort of game as something that should happen because two empires want the same system, rather than the "Last man standing - eliminate the other players one by one" style of a multiplayer game. So, I want AI that acts like the leaders of real-life countries who, aside from the occasional Hitler/Napoleon/Axexander type, do not act like players in a "winning means conquering the map" wargame. I'm not really looking for AI that is competative in a "Last man standing" game, because I don't play that way myself. Frankly, I turn off all the optional victory conditions in SE4 so that the game won't end until/unless somebody is the "Last man standing", but I don't play to achieve that result and usually decide to start a new game long before anybody achieves it. That doesn't mean I don't want any AI, or competent AI. AI that acts corretly is important to suspended disbelief. It is just that different things about the AI bug me than if I wanted it to better imitate human game players rather than human national leaders.
With the above in mind, the number one thing that bugs me is the inability to defend your territory against your "allies". This causes me to avoid agreeing to treaties above Non-Intercourse, making all those other treaties useless. After all, NAFTA doesn't mean the US government is free to found cities in British Columbia or the US Border Patrol throws our southern border open to Mexican migration. Similarly, even if the AI agrees to "give" you a system, they always reclaim it in a turn or two. Hence, the following proposed changes to diplomacy & related "rules": Change the "claim all systems you colonize" selection in Empire Options to "claim all uninhabited systems you explore unless claimed by an ally". "Ally" in this context meaning Non-Aggression or better, including Protectorate & Subjugation. The AI would act as if this option was selected. You can't colonize or invade a planet in any system unless you claim it first. Eliminate the "no treaty" diplomatic status. The default upon first contact is "Non-Intercourse". When a treaty proposal or trade proposal including a treaty is transmitted, the terms automatically include recognition of all current system claims by the other. However, any contested systems remain contested (see below). Once a treaty above Non-Intercourse is agreed to, neither side can thereafter claim any system the other has already claimed as long as the treaty Lasts. For contested systems, it is "no peace beyond the line" within the contested system. Mines in contested systems will detonate on your allies (too dumb to be selective about whether or not to detonate, but mines should be useful in the "limited war" within a contested system). Ships, by default, would not initiate combat when entering a sector in a contested system containing something other than mines belonging to the other party. However, they could initiate combat within the contested system if desired via the "attack" order, no matter what treaty is in effect. Damage inflicted on the AI within a contested system does not make the AI as angry as it would if inflicted in Non-Intercourse or War, since limited conflict within the contested system is expected. If you "give" a system to another race, that abandons your claim to it and automatically transfers ownership of any colonies you have in it. If you separately "give" some but not all planets in a system without giving the system, that converts it to a contested system if it was not already. How much stake it has in the system, in terms of number & size of colonies, would heavily influence the AI in deciding to accept or reject proposals that it give up contested systems. Any party to a treaty could unilaterally downgrade it one or more levels (Subjugation downgrading one level to Protectorate, Protectorate to Non-Intercourse). Each treaty level except the "unequal" ones (Protectorate & Subjugation) would have a minimum level of the AI's attitude toward the other party. If the minimum attitude or better does not exist for a given treaty level, the AI will neither propose or accept that level of treaty. However, having the minimum level should not guarantee acceptance, and the higher their attitude is above the minimum the more likely they should be to accept. If the AI's attitude toward its ally drops below the minimum for their current treaty, the AI should automatically downgrade the treaty. For the "unequal" treaties, how the AI feels about you would not matter. It's decision making about accepting or downgrading treaties would be based on a comparison of your fleet's combat strength (ships only) to its overall military strength. On the other hand, if it's fleet is strong enough compared to your overall military strength, the AI should propose Protectorate or Subjugation to you! Certain levels of military strength comparison would also offset AI dislike for purposes of accepting or not downgrading "equal" treaties. In other words, if the AI is "intimidated" by you it might not risk angering you by refusing or downgrading a treaty that it doesn't like you enough for under normal circumstances. When deciding anything involving "intimidation", the AI should also take into account the strength of both its Military Allies, Partners & Subjects and yours. It will also take into account distance between the nearest systems of the two parties or their Military Allies/Partners/Subjects (somebody big on the other side of the galaxy with lots of other races in between is not very intimidating). A Partnership treaty would require that there be no contested systems between the two parties, or that all remaining contested systems to be resolved as part of the trade including the treaty offer. Alternately, Partnership would change the rule about claims and colonization. In this alternative, you could colonize in any system claimed by either yourself or your partner, any system of your Partner's that you colonize in automatically becomes claimed by you & contested thereby, and combat in contested systems between partners is not allowed (including mines). In addition to the 20% tariff, Protectorate would preclude the weaker side from attacking the stronger even in contested systems (including mines), but the stronger side could still attack the weaker (again including mines). The weaker side could conclude Non-Intercourse or Non-Aggression treaties with any third party with which the stronger side is not at war, or Non-Intercourse with third parties with which the stronger is at war. However, the weaker side can downgrade the Protectorate to Non-Intercourse in order to accept a treaty with a third party. If the weaker side is at war with a third party when it agrees to the Protectorate, the war automatically ends in a Non-Intercourse treaty unless the third party is already at war with the stronger side. If any third party declares war on the weaker side, this automatically declares war on the stronger (which should be taken into account by third party AI when deciding on war). The AI would only propose becoming your Protectorate if it will save them from having to agree to the same (or worse) with another race they like less than you. In that case, the new treaty does not end the war but rather puts you at war with the third party, and your Protectorate cannot unilaterally downgrade the treaty as long as the war Lasts. Subjugation would work like Protectorate except 40% tariff, the weaker side automatically goes to war with anybody the stronger side does, the stronger side "sees" all systems the weaker side can see, and the stronger side can resupply at the weaker side's resupply depots. If you propose Subjugation or demand Surrender and the AI is not "intimidated" enough to accept, but would have accepted Protectorate, it should counter-offer Protectorate. The same thing should apply if you demand Surrender and the AI is not "intimidated" enough to agree, but would have accepted Subjugation. If "Mega Evil Empire" is enabled in "Settings.txt", if the conditions for declaring a Mega Evil Empire (MEE) are met then all the AI's who are not the MEE's Protectorates or Subjects sign a Military Alliance. Individual pairs within the Alliance will retain any pre-Alliance Partnerships, and can agree to new ones while the Alliance is in force if they like each other enough. The Mega Evil Empire's Protectorates & Subjects will weigh the ratio of strength between the two on an ongoing basis to decide whether to downgrade their treaty with the MEE and join the Alliance. However, members of the Alliance will weigh the combined strength of the Alliance against that of the MEE when deciding whether to accept offers/demands from the MEE for "unequal treaties" or Surrender, and may accept if the MEE is strong enough. Aside from accepting such offers/demands from the MEE, though, Alliance members will never downgrade their treaties with each other below Military Alliance as long as the Alliance is still in force. If the MEE declares war on any member of the Alliance (or is at war with any member when the Alliance is formed), all other Alliance members will immediately declare war on the MEE. If no Alliance member is at war with the MEE when the Alliance is formed and the MEE does not declare war on any of them, the Alliance will decide collectively each turn whether they all declare war on the MEE or keep the peace (by some function of the attitude of each Alliance member weighted by its contribution to total Alliance strength). If the Alliance keeps the peace, its members will downgrade any individual treaty with the MEE to Non-Intercourse. If the MEE is at war with the Alliance and offers Non-Aggression to any Alliance member, the same function would be used to determine whether it is accepted, and if accepted all Alliance members go to Non-Aggression with the MEE together. Offers other than Non-Intercourse or "unequal treaties" from the MEE will be ignored by Alliance members. However, if the relative strength of the MEE falls to the point that the conditions for having an MEE are no longer met, then the Alliance disolves and there is no MEE until/unless the conditions are met again later in the game (by the same race or a different one). If the Alliance disolves, the relationship between each pair of Alliance members drops to the highest allowed by their current mutual like or dislike. Formation and disolving of the Alliance, as well as individual defections to/from the Alliance, should be announced via Messages in the log. Alliance membership should also show on the treaty grid and the main diplomacy screen as "Anti-Whoever Alliance", where "Whoever" is the name of the race which is the current MEE. |
Re: Note from MM - AI MODDERS MUST READ THIS
Troops should be standard technology to all races,the only thing you should have to research is more advanced weapons for them and larger size troops. Then let some AI races use them.
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Re: Note from MM - AI MODDERS MUST READ THIS
I've got few more things to add.
1. Default strategy in AI_DesignCreation doesn't allways work. I.e. cargo ships have Don't Get Hurt strategy in DesignCreation but AI uses Optimal Firing Range. Kamikaze ships should work with Ram strategy because it AI uses Defaut_AI_Stategies not Default_Strategies but there seems to be a problem on it too. 2. Another way to make unit building better is to make AI keep certain amount of units stored in planets. So if a mine layer picks up few of them AI would build more. 3. There should be an option to make AI build monolithic facilities instead of miners, farms and extraction facilities. 4. AI should use Planet Value Improvement Plants and scrap them when planet value is maxed out. |
Re: Note from MM - AI MODDERS MUST READ THIS
If we can design ships and test them in the combat simulator,why can't the AI do the same?! They should go through different combinations of designs with available components and use the one that works best against their known enemy designs! This can be programmed and added to the code. The AI won't be stuck with the same designs,they would evolve to counter their evolving enemy designs! Wouldn't that be great!
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Re: Note from MM - AI MODDERS MUST READ THIS
The AI routines dealing with black holes and warp points needs to be tweaked some. The AI keeps thowing away ships and fleets this way. I just watched about 20 ships go down the old toilet bowl in a black hole system. Maybe the AI can just mark or flag these as systems to avoid if it loses X number of ships in a system to non-hostile means?
Overall, this can have a big impact on the game because some races can never keep any of the ships they build. They seem to throw them away as fast as they can build them. |
Re: Note from MM - AI MODDERS MUST READ THIS
I lowered the damage done by unstable warp points from 200 to 50. That helps the AI in the mean time.
[This message has been edited by Emperor Zodd (edited 13 January 2001).] |
Re: Note from MM - AI MODDERS MUST READ THIS
The AI needs to concentrate forces more strongly vice its intended targets. C// |
Re: Note from MM - AI MODDERS MUST READ THIS
In tactical combat I always get the first shot in. The AI needs to try and do this itself. It can be the deciding factor for who wins the battle.
[This message has been edited by Emperor Zodd (edited 13 January 2001).] |
Re: Note from MM - AI MODDERS MUST READ THIS
The racial traits, for example Physical Strength, in the general.txt files in the races folders does not seem to allow a value below 100. The player can do this for his race creation and an .emp file could be created using this method but the races cannot be modified to accept this in the general.txt files.
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Re: Note from MM - AI MODDERS MUST READ THIS
Human players will often Minimize and maximize racial points to get an advantage. The AI races should do it also.
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Re: Note from MM - AI MODDERS MUST READ THIS
First and foremost, SE IV is a great game and I love playing it.
Now on to the business at hand, I have a few items regarding the AI, and if they have already been addressed, then please forgive me. 1. AI is self-defeating. In that I mean the AI starts the game aggressively, but over the course of the game, the AI begins to get complacent, and stops growing. Eventually they become so complacent that it completely stops doing anything that would benefit its empire. This makes them easy pray for a human player who spends the game growing. (This is on normal difficulty) 2. AI does not utilize planets. The AI has the technology to utilize a planet or Terraform it, but it does not do so. This greatly limits the AI's ability to grow when it has reached the expanses of its empire. 3. AI does not press the advantage. The AI, after defeating an enemy's fleet, seldom if ever presses the advantage and attacks the enemy's planets. Time after Time, I have lost entire fleets to the AI, just to see it sit there and do nothing when it could easily take the system. 4. AI does odd things. The AI will do some rather odd things, and those odd things often more than naught cause the game to freeze up. One is they will attempt to colonize a planet that is already colonized, or is the wrong type from the colonizer they send. The AI attempts to retrofit a smaller ship with the design of a larger ship. The AI loves to find a bad warp point, and move every ship it has through it repeatedly. The AI tries to upgrade a ship with the same components thus causing an error. These were just things that I have noticed. Not necessarily important issues, however, ones that I feel need to be brought out for review. I hope they are helpful. |
Re: Note from MM - AI MODDERS MUST READ THIS
Everyone is being much too nice.
In my first and only game, permanently suspended due to lack of interest, the playing field was a large galaxy, maximum # of AI's, medium AI bonus, hardest AI difficulty level. I lost approximately 25 ships, mostly due to minefields and the black-hole automatic-pathing bug. At least 800 enemy ships were destroyed. Why the disparity? I only ran into two fleets, 24 and 13 ships each. So all the other ships were travelling alone, unprotected in a warzone. This number includes probably 200 colony ships. What are the AI's thinking? Not much, evidently. The two fleets I did meet had seriously fatal deficiencies in fleet composition and individual ship design. The 24 ship fleet had 14 aircraft carriers, but only a handful of fighters. No casualties on my part. The 13 ship fleet had six dreadoughts and seven aircraft carriers. Again, the carriers contained very few aircraft. The design flaw was in weaponry. All enemy airplanes and dreadnaughts carried anti-ship missiles. Only six point-defense weapons amongst the lot to fight my 250 fighters. My losses totalled three fighters. In conclusion, SE4 is a multiplayer-only game with zero AI opponents. The AI does not provide a credible opponent. Nice to know the AI is not considered a high ranking issue. Will check back in three months, Grognard |
Re: Note from MM - AI MODDERS MUST READ THIS
Give the AI a memory. It doesn't remember where or why it loses ships so it just sends more to be lost. Goes for minefields, black holes, heavily defended warp points and so on. "Danger type X, don't go there unless have strength type A and/or B and/or C".
Also like I said in another thread (Compiled....), make the AI keep track of how many planets it can colonize in safe areas and stop building colony ships once there are no more safe areas or it needs one to establish a bridgehead, but it has to be safe to get in there to do it. ie, don't build colonyships and send them into enemy held territory to colonize planets it should bloddy well know it can't reach due to minefields, enemy fleets, whatever. Also teach it proper warp point defense. A ****load of sats and mines backed up by heavily armed bases. Especially the neutrals should learn how to this. Fighterbases as well maybe if the race is heavy on using fighters. Again memory. It should decide on a longterm goal (take system X for example) and keep swinging at you until it completes it or realises it can't and reevalutes it's options. Go on the defensive and build up to take system X maybe. As it behaves now it just seems to decide from turn to turn what to do which means that kickass fleet that just busted through my defenses just turns around and leaves although it could have gone a systemwide rampage virtually unopposed. Or parked on the next warppoint into my space while a smaller fleet invades all my planets, which brings up another point. Teach it to use troops! Even with mods to give it troop tech at game start and build them and their transports I have never seen the AI invade. It should invade more to get already developed planets and population that breathes other atmospheres and it should learn how to properly use that population. And peace. Maybe a new treaty below trade agreement, not sure, but the AI needs to sue for peace if it feels it is necesary or it has achieved it's goal. Or cease fire. That would have to be a new treaty. Not sure how it would work though. And as others have said, it is damn annoying to have your allies colonize in your backyard. I don't want that. They should request persmission first and if denied they should stay the hell away. And depending on demeanor and personality rejection/acceptance should anger it differently, but it shouldn't be too upset if you deny it. And if I tell them to beat it and they don't I should be able to drive them away by force, thus risking their anger of course. Reperations could be made of course, but maybe they won't accept it. And make it use all excess resources. The AI wastes tonnes of resources each year because it can't store it. Build units instead. Also fix whatever it is that makes the AI not build stuff for several turns sometimes. And improve how it chooses how to use it's planets. Too often I see low% planets used to generate that resource and high% planets used for another resource (it doesn't have) or for research/intel. And maybe reevaluate down the line. At least when it comes to facilities later in the research tree. Whan I decide how to use a planet the values are the deciding factors. High in minerals it's a mining colony, high in organics it's a farming colony and so on. Low in all it's research or intel. Size matters too. Huge breathable with say high organic is a farming colony, but maybe not completely depending on how much organics I need. I know, hard to get the AI to do but it has to be possible to make it perform better than now. Why is the AI so fond of only building the biggest baddest ships around? Once it can build a bigger ship it never builds a smaller one. Small ships have their uses too. Balanced fleets. Works together with "why only big ships?". The AI needs to put together balanced fleets with at least two attack ship types (beam and missile or missile and boarder or beam and rammer and so on), carriers, troop transports, planetary bombers, fuelers and repairers and so on depending on the purpose. All out invasion bring everybody. Killing Spree forget the troops. Needs to put Combat Sensors and ECM on all ships. I often see Dreadnoughts without them even though they have the tech for it and has had it in other ships. Makes them sitting ducks. It should build more base space yards. I tweaked mine to build them at once and build more then in the shipping set and I get a better fight out of it since it can build more ships at the same time. Personalize the AI's by giving each AI indiviual AI_Speech files based on personality and demeanor. Each race says the same thing all the time and that just doesn't make it very interesting to talk to them. Also make demand Messages clearer. Took me awhile to realise that "We warn you, the Eee will betray you" was a demand to break my treaty with the Eee. I know there's more that has bugged me about the AI but I can't remember it all right now. Pretty much as it is anyway. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Non-AI issue I just had to mention: Advanced storage technique should affect empire storage of resources and minimum empire storage should be multiplied by number of starting planets. |
Re: Note from MM - AI MODDERS MUST READ THIS
I'll be sending the suggestions tomorrow evening EST (Sunday). In the meantime, if you have fixed specific AI problems - SEND THE FILES TO ME:
jpinard@home.com This will greatly aid the speed in which MM can develop and deploy the fixes. The more REAL examples we can SHOW them, the easier the fixes will come. Thanks. |
Re: Note from MM - AI MODDERS MUST READ THIS
Just remembered a couple more. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
The AI is too scraphappy. Why not mothball for later use? When production file calls for something check if it exists but is mothabelled and unmothball it if does. It also scraps still useful ships to build bigger ships instead of keeping the smaller ships around and retrofitting them to keep up with technology. I don't know if the AI retrofits at all, but if it does (haven't seen it), it doesn't do it enough as I often see AI fleets with a few brand spanking new ships and a bunch of old buckets of rust. If all ships (or a majority) had been upgraded to the latest and greatest it could have stood a chance in defeating me. It also needs to build more storage facilities to store the resources it generates so it can upgrade ships and bases. It also needs to get rid of old weapon platforms and build new ones either by spacing them or moving them to a big planet with lots of cargo space where they are not in the way. Best would be if we could scrap units to get resources back. The AI likes to scrap so that would be good. It often has alot of very old weapon platforms on it's planets late in the game that can't even fire at the enemy. Give them extra range like bases. To sats too but not as much. Repair Ships. The AI needs to use repair ships. Badly. Strategic combat AI when it comes to boarding. Boarding just doesn't work unless you control the boarding ships yourself. Even if you arm the boarding ships with shield busting weapons they hang way back from the action and only moves in when an enemy ships shields are down. Problem is 99 times out of a 100 that ship is destroyed before they get there which means they will move back out of range. I tend to build armed boarding ships that can take alot of beating capable of knocking down shields, not always with shield busting weapons (don't have them yet). They work perfectly in tactical when I can control them myself but in strategic they do ****. Even against an unarmed freighter with shields they are impotent in strategic. If armed they need to get in there and pound away and if not they need to designate a target ship for boarding (decided in strategy, highest tech, strongest, whatever (I'd like to be able to specify specific known enemy designs)) and when the shields of ships flagged for boarding are down the rest of the fleet should stop shooting at it. Both if the boarder is armed and helps bring the shields down or is unarmed and hangs back until they are down. And they should start moving in before the shields are down so the enemy ship doesn't fly around shooting for too long before it is boarded. Related: Self Destruct Device should not work if ship has no engines left (description says it overloads the engines. change desc. or function). Also, it should not automatically destroy the boarding ship. Way to powerful (10kT instnatly destroys ship some distance away, 50kT ramming charge doesn't automatically destroy ship upon contact at high speed?). Random amount of damage between a set min and max, yes, but not instant destruction imo. That's it for now. Will undoubtedly come up with more. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: Note from MM - AI MODDERS MUST READ THIS
Hey anyone read Barnacle Bill's remarks? I like all of his ideas! We need that!
Barnacle Bill! Thanks for your comments in the mines thread too. I'll think about an answer as soon as I find time.(Might need some days though) |
Re: Note from MM - AI MODDERS MUST READ THIS
Three more issues with how designcreation.txt works...
1) Min/Desired Speed is currently the number of engines a ship is to be built with... this needs to be changed to the actual speed achieved (so we can actualy use the ENGINES PER MOVE field) 2) When the AI tries to fill a requirement (i.e., cargo or supply) it looks for the componet with the biggest amount regardless of the componets mass... change this so that it looks at the ratio (for Instance, say I want to make colonizers hold 200 tons of cargo, but then when the AI is to place cargo room it would rather use Colony modules which would weigh 1 ton per ton storage, than cargo bays which get 7.5 tons storage per ton of weight) 3) The AI will not correctly use componets/facilities that satisfy multiple requirements.... Say for instance I wanted to make all spaceports also be able to resupply, or to create an improved crew quaters that also provides lifesupport... but in both cases the AI will build TWO of those facilities, one to satisfy each requirement, rather than just one to satisfy both requirements. Additionaly, I too would like to see the AI scrap facilities to allow for better ones... place an additional field for these that tells the AI WHAT to scrap to make room for this fac when it is available but no room is left. (Example: On a Mining Colony, add the field to Robominers that tells it to scrap one mineral miner facility to make room for the robominer if there is nno room available when robominers become available) On a final note I NEED the ability to limit componets to ships of certain tonnages, this can be done one of three ways: 1) Min Tonnage/Max Tonnage fields in componets.txt 2) allow us to put "%" after componets tonnage... this would raise a flag that tells the game that this componet weigs x% of the max of the vessel (also the structure, cost and supplies use could also have the %, which means that that would be the value per 100 tons of COMPONET weight) 3) Get the custom Groups and requirements fiels in vechiclesize.txt working (I prefer that you implement #1 and #2) Lastly, add a SUPPLIES DRAINED field to componets, so that componet would ALWAYS use x amount of supplies at the beggining of every turn (before resupply), and if supplies are not available the componet becomes damaged Thanks MM for the support... |
Re: Note from MM - AI MODDERS MUST READ THIS
Well, as far as AI and modding goes...I'd really like to see the ability to add more ship types to the Construction Queue instead of only 'Attack Ship' and 'Defense Ship' etc. Same goes for units.
I want to be able to add 'AA ship' and 'Torpedo Ship' or whatever is appropriate. This should allow modders to flesh out the AIs fleet designs a little bit more intelligently.. Also, add another BIG vote for combat initiative or else an attack or defender ALWAYS goes first system. I'm sure there will be more, but I think the earlier Posts cover most of the rest. Thanx, Talenn |
Re: Note from MM - AI MODDERS MUST READ THIS
1)The AI doesn't handle minefields or black holes well.
2)Does the AI use the race AI's of the Default, if so, when? 3)The AI doesn't upgrade with a number but rather a new name. As mentioned, names.txt have to be alot bigger if this is going to continue. |
Re: Note from MM - AI MODDERS MUST READ THIS
Talenn, You can. Just edit the Data files and add what you want. I did.
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Re: Note from MM - AI MODDERS MUST READ THIS
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Atrocities:
Talenn, You can. Just edit the Data files and add what you want. I did. <HR></BLOCKQUOTE> Actually, I think he's refering to Construction_Vechicles.txt, you can make diffrent variations of attack ships, but the AI must call for each variation as "Attack Ship" not the actual type, thus you have no ability to actually set the actual make-up of these diffrent kinds... AFAIK |
Re: Note from MM - AI MODDERS MUST READ THIS
I second the request to make the custom Groups and requirements fields in vechiclesize.txt work as advertised. There are some mods I've been thinking of trying which will absolutely require them.
Here is an idea fix the problem of the AI building more carriers than fighters. In my own use of carriers, I have found it difficult to build the fighters. If I put the biggest planet in the system building a heavy carrier designed to maximize fighter bay III's, and the rest of the colonies in the system building fighters, I have a carrier long before I have its fighter load-out. Then you have to collect them all up, which is tedius (fighters can't even be set up to automatically move to a waypoint after being built, like ships can. Sub-suggestion, fix that). Expanding the fighter building to nearby systems cuts the time to get a fighter load-out built, but increases the tedium of gathering them up. The only thing that works is to have a wad of space yard bases so that while one builds the carrier several more at the same location build its fighters. It is clear to see why this is overwhelming to the AI - it causes me to use carriers a lot less myself. So, my recommendation is to make an initial fighter load-out part of the design for carriers, so the carrier comes from the shipyard fully loaded. Replacement fighters, or fighters to base on planets, would still be built as today. If the fighter specified for a particular carrier's load-out becomes obsolete, that should prompt the AI to upgrade the carrier design to use a new fighter design. You should then no longer see empty or nearly empty AI carriers going into battle, unless they have already lost their fighters in a previous battle. That Last sentence brings up another point. To effectively use carriers as a main fleet weapon you need a logistical system to build fighters, load them on transports and carry them to the fleet (or a colony near the front at least). Otherwise, your carriers are disarmed after a couple of battles. It would help in doing that if a fleet could be selected as the destination for orders, so that the ship or fleet with the orders would chase the target fleet until it caught up. Either way, the AI needs to be smart enough to deal with this. If a carrier goes below a certain percentage of its fighter load-out, it needs to withdraw to someplace where a bunch of fighters are stored to replenish. I see this working somelike like "resupply at nearest". If the feature of selecting ships/fleets as destinations is added, the depleted carrier and a transport full of fighters could be ordered to meet & make the transfer. Otherwise, transports with repeat orders shuttle fighters from planets that build them to depot planets near the front, and the depleted carriers would fall back to the nearest such depot planet to replenish. |
Re: Note from MM - AI MODDERS MUST READ THIS
I think there is a simple solution to the carrier problem: The AI should not build that much carriers and focus more on building fighters. That is not that hard to do, 3 to 4 lines in the right script file will do the job. BTW: Which race does have this carrier problem for you?
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Re: Note from MM - AI MODDERS MUST READ THIS
As for making the AI build different Attack Ships, I think it would mean a major reworking of the code as it's hardcoded what the AI does with Attack Ships. So keep the Attack Ship designation but add sub-levels. Just looked at the files and not much needs to be done. In xxx_AI_Design_Creation.txt the first two lines of an entry looks like this:
Name := Attack Ship Design Type := Attack Ship A construction call in xxx_AI_Construction_Vehicles.txt looks like this: Entry 3 Type := Attack Ship Entry 3 Planet Per Item := 50 Entry 3 Must Have At Least := 2 Add a line Name and we can do this: Name := Missile Ship Design Type := Attack Ship Entry 3 Name := Missile Ship Entry 3 Type := Attack Ship Entry 3 Planet Per Item := 50 Entry 3 Must Have At Least := 2 With this little change we can tell the AI exactly what kind of ships, fighters, bases, whatever to build. I don't think it will that hard to code either. [Edit] With my proposed change above we can also get the AI to build smaller ships, not just biggest possible all the time. But we wouldn't have any control over how it uses it's ships. Don't know how that can be done since I don't know how the game handle that. Maybe an xxx_AI_Fleet.txt where the composition of different kinds of fleets are spelled out. What types of fleets should we have? Invasion, Defense, Quick Response, Raid, Transport, Repair, Resupply, Escort, Colonize. Those are just off the top of my head right now but there are probably more we could use. Variants of some with escorts to use in unsafe areas (AI needs to learn safe/unsafe). [/Edit] As for combat initiative, I think that will be hard. The simple and quick solution is to make the defender always go first. I agree that the AI should upgrade designs with a number rather then a new name. If it has a ship design called Mauler the upgrade should be called Mauler II or Mauler Mk2 or something. That number could (should?) be a setting that can be made in xxx_AI_General.txt or xxx_AI_Settings.txt so not all AI's have the same numbering convention. While you're at it add the same ability for player upgrades and put the choice of numbering convention at empire creation. Or just (for simplicity) decide on a way and use it everywhere. Bills idea to get fighters into the AI's carriers is good, but you missed one thing Bill. If there are more then one carrier in a fleet and all have taken losses, transfer the fighters around so as many carriers as possible are full and just send the empty ones back for refill. Mephisto, I have seen this with the Eee alot. [This message has been edited by Jubala (edited 14 January 2001).] |
Re: Note from MM - AI MODDERS MUST READ THIS
The Eee, ok. Just wanted to make sure it was not the EA. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Small wonder for the Eee. The maximum they build for fighters is 5 per planet and 1 carrier for 3 planets i.e. one carrier gets 15 fighters... |
Re: Note from MM - AI MODDERS MUST READ THIS
XXX_AI_Constuction_Facilities.txt Facility X Build only if Atmosphere NonBreathAble := True/False - If the flag is set to True, then AI builds this facility only if the atmosphere is not breathable. Facility X Scrap/Do not build this if Next Available := True/False 1. If set to True, AI will not build this building if the next building is available. 2. If set to True, AI will scrap this building when the next building becomes available. - By saying 'next building' i mean ONLY the next building after the building having the Facility X Scrap/Do not build this if Next Available set to True. - In addition to these the message Atmosphere changed should cause the scrapping of all facilities with the ability to change atmosphere on the planet in question and the re-evaluation of that planets build list... Example: (Mining Colony) Facility 1 Ability := Spaceport Facility 1 Amount := 1 Facility 1 Build only if Atmosphere NonBreathAble := True Facility 1 Scrap/Do not build this if Next Available := True Facility 2 Ability := Planet - Change Atmosphere Facility 2 Amount := 1 Facility 2 Build only if Atmosphere NonBreathAble := True Facility 2 Scrap/Do not build this if Next Available := False Facility 3 Ability := Spaceport Facility 3 Amount := 1 Facility 3 Build only if Atmosphere NonBreathAble := False Facility 3 Scrap/Do not build this if Next Available := False XXX_AI_PlanetTypes.txt Minimum Planet Size for Type := Add options here for Ring/Sphere worlds Maximum Planet Size for Type := Tiny/Small/Medium/Large/Huge(/Ring/Sphere) Atmosphere breathable := True/False - If this is set to true, then choose this planet type only if the atmosphere is breathable. Change the way the value things function: Min Mineral Value := Max Mineral Value := Min Organics Value := Max Organics Value := Min Radioactives Value := Max Radioactives Value := -If the planets resource percentages do not fullfill ALL these requirements then reject the planet type. In Components.txt file separate the roman numeral into three values: - First one is the value that will be displayed on the component icon. (I-XX or something) - Second one is the value that calls for the ship design subroutine to be started. (True/False) - Third one is the value that tells AI how good this component is in its family. (The bigger the number the better the component, should help the AI in choosing which component to use in its new designs) XXX_AI_fleets.txt Fleets Div X Amount of Names (the number of different Names in Div X) := (0 here means that the value is not used) Fleets Div X Max Percentage Y 'Name' (Name is from the AI_DesignCreation.txt) := (0 here means that the value is not used) - Y is the number of Name in Div X. - AI should be able to add any Design Type to its fleets as long as the ships name is called in the Fleets Div X Max Percentage Y 'Name'. Fleets Div X Min Amount of Ships in Fleets := (this would be the minimum required amount of ships in fleet so that the fleet would be ACTIVE.) Some thoughts about fleet being ACTIVE (dont know if something like this is already implemented) - ACTIVE means that it could be sent on ATTACK missions or whatever missions there are. - If the fleet is INACTIVE it should not take any actions outside its own systems. Infact it should immediately try to return back to AI's own system for regrouping. Or it could try to merge with other AI fleets... - INACTIVE fleet could operate normally in AI's own systems. - INACTIVE fleets should never wonder outside AI's own systems voluntarily. AI's own system? (some thoughts) 1 If AI has planets only in 1 system then this is automatically AI's own system? 2 AI has unblockaded spaceyard and resupply depot in this system? 3 there are no enemy ships in this system? 4 there is less enemyship tonnage in this system? 5 there are fewer enemy planets in this system? Example: Fleets Num Divisions := 2 Fleets Div 1 Max Amount of Ships := 20 Fleets Div 1 Max Amount of Planets := 0 Fleets Div 1 Num Fleets := 1 Fleets Div 1 Amount of Names := 3 Fleets Div 1 Max Percentage 1 Destroyer := 50 Fleets Div 1 Max Percentage 2 Carrier := 25 Fleets Div 1 Max Percentage 3 Mine Sweeper := 25 Fleets Div 1 Min Amount of Ships in Fleets := 5 Fleets Div 2 Max Amount of Ships := 50 Fleets Div 2 Max Amount of Planets := 0 Fleets Div 2 Num Fleets := 2 Fleets Div 2 Amount of Names := 2 Fleets Div 2 Max Percentage 1 Dreadnought := 75 Fleets Div 2 Max Percentage 2 Mine Sweeper := 25 Fleets Div 2 Min Amount of Ships in Fleets := 10 - AI should not obsolete ships based on the Design Type but the Name. This would ofcourse require the use of Name in the calls for building in XXX_AI_Construction_Vehicles.txt XXX_AI_Construction_Vehicles.txt Entry X Name (Name is from the AI_DesignCreation.txt) This is the same request as in Jubala's post... More comments about these thoughts are welcome... [This message has been edited by HreDaak (edited 14 January 2001).] |
Re: Note from MM - AI MODDERS MUST READ THIS
Should be 'Okay' again...
[This message has been edited by HreDaak (edited 14 January 2001).] |
Re: Note from MM - AI MODDERS MUST READ THIS
One other thing, allow us to determine if stellar manipulation requires the ship to have movement left (at least for open/close worm hole)... that way we can make stargates, and doomsday bases(loaded with a star deystroyer... if I can't have this system, nobody can)
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Re: Note from MM - AI MODDERS MUST READ THIS
This isn't really a bug, but could we get a way to DELETE designs instead of just obsoleteing them? I hate it when I screw up a design (like forgetting engines! http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif ) and have to make up a new name because I can't delete the one I just screwed up.
------------------ Regards, KiloOhm |
Re: Note from MM - AI MODDERS MUST READ THIS
Just rename the screwed up design and everything is fine. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by KiloOhm: This isn't really a bug, but could we get a way to DELETE designs instead of just obsoleteing them? I hate it when I screw up a design (like forgetting engines! http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif ) and have to make up a new name because I can't delete the one I just screwed up.<HR></BLOCKQUOTE> |
Re: Note from MM - AI MODDERS MUST READ THIS
Most suggestions have been covered, great job everyone, one thing that could be helpful is better documentation within the text files for better understanding of how things work, instead of using trial and error all the time.
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Re: Note from MM - AI MODDERS MUST READ THIS
Most said, let me just reiterate my 2 main concerns:
1. AI does not press its advantage 2. AI still attacks with clearly too small fleets, sometimes with single ships |
Re: Note from MM - AI MODDERS MUST READ THIS
Just read some more Posts at this board, thought about my Last games and concluded: inconsequence and lack of force concentration ARE the main things everybody is complaining about. I mean, all the AI's logistic errors hurt them, but these are what makes them victims instead of adversaries
[This message has been edited by jowe01 (edited 15 January 2001).] |
Re: Note from MM - AI MODDERS MUST READ THIS
You're right there Jowe01. And when the AI does realize it's forces are inferior and doesn't attack, don't stay right next to the superior enemy fleet to wait for reinforcements. Talk about your sitting duck. Go meet them! Jump into the next most important system in the line and wait there. Most players are reluctant to warp into enemy space without probing first.
Edit: Force concentration should be done in safe areas, not at the front. Concentrate, then move to the front. Not the move to the front, concentrate. That way we just pick them off when they come walsing in as singletons or way to small fleets. [This message has been edited by Jubala (edited 15 January 2001).] |
Re: Note from MM - AI MODDERS MUST READ THIS
Just remembered something that has always bothered me about the AI in tactical combat (and strategic). When it attacks one of my major worlds with several base space yards in orbit it doesn't destroy them although they are practically sitting ducks. It shoots at my ships until it can range on the planet and then it just forgets anything else is even there. It keeps shotting at the planet even long after all weapon platforms are gone and it can't shoot back while my remaining ships, sats and armed bases pound it's ships to scrap. It should realise what a heavy blow destroying my base space yards would be and do that! I do it all the time. It should also realise that it's getting killed by things that shoot (my ships) while it is shooting at something that isn't shooting back (my planet).
I also think that when it attacks a planet heavily defended with weapon platforms and it has no chance of destroying the platforms before it dies it should stay out of range and just blockade the place while waiting for backup. If the enemy comes with a stronger fleet before backup arrives, leave. Oh, this isn't really AI oriented, but I would love a ship/fleet command called "Done" that removes that ship/fleet from the next/previous line (whatever) for those times when you want to leave it somewhere but there are enemies insystem so sentry doesn't work. A guard command would be good too so you don't have to click done every turn if it's a drawnout situation. Conditional orders would be good too. You know, a bunch of "if this do that" and a catchall "else do this" for all situations not covered by the "if this do that" orders. That way we could give "Blockade until enemyfleet of strenght X or more arrives, the goto Y" kind of orders. Back to AI issues. Um.. Don't have anymore at the moment. |
Re: Note from MM - AI MODDERS MUST READ THIS
The behaviour you describe is a problem of the strategy.txt. I have changed this for the EA already but it does not work at the moment, only the default-file works. And I won't change this.
BTW: The "flag" weapon platform for targeting would be a real good idea and solve a bunch of problems with planets at once. |
Re: Note from MM - AI MODDERS MUST READ THIS
One of my suggested fixes to MM that was e-mailed Last month was to include a target priority in the strategy file called "weapon platform" (see #20 below) - we will see if it makes it in the next patch!
[This message has been edited by Tampa_Gamer (edited 15 January 2001).] |
Re: Note from MM - AI MODDERS MUST READ THIS
I am not 100% sure about this but I think that the game is not using Default_AI_Strategies.txt file located in 'AI' folder at all (maybe is a leftover from some older Version?). It is apparently using DefaultStrategies.txt in the 'data' folder. DefaultStrategies.txt seems to have more recent information inside (stuff like breaking formation flags, short weapons range etc.). I have also tried to remove Default_AI_Strategies.txt from 'AI' folder and the game was acting like nothing happened.
That is most likely the reason why we can't use race_AI_Strategies.txt for our mods - the game isn't using the default one. [This message has been edited by Daynarr (edited 15 January 2001).] |
Re: Note from MM - AI MODDERS MUST READ THIS
Daynarr - that makes sense. I put a few new strategies in there as well (defensive posture, special priority targeting, etc.) and none of it is working - even in the \data folder for the human player! Have you had any luck with the "human" strategy folder in the \data folder? I put some additional strategies in there as well, but having trouble getting them to function correctly.
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Re: Note from MM - AI MODDERS MUST READ THIS
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Have you had any luck with the "human" strategy folder in the \data folder? I put some additional strategies in there as well, but having trouble getting them to function correctly.<HR></BLOCKQUOTE>
Nope, haven't touched that one yet. But I was planning to in the near future. |
Re: Note from MM - AI MODDERS MUST READ THIS
Wow - jpinard, you have been busy over the weekend! Anyway, here is a list of AI concerns from my earlier post organized by subject area:
QUESTIONS/POSSIBLE BUGS (1) [AI Strategy] There are currently two "Strategies" files - one in the \Data subdirectory and one in the \AI subdirectory. There are a number of additional strategies in the \Data file. Perhaps it would be easier to use one? Also, the AI will only use the default, even if you place a "[RaceName]_AI_Strategies.txt" in their particular \Pictures\Race subdirectory. (2) [AI Design/Strategy] The Strategy "Kamikaze Attack" is not used by the design files, they make a call for the strategy "Ram" which is a movement strategy. However, even when I change the design to use "Kamikaze Attack" or other user-defined strategies, the AI always picks "Optimal Firing Range" - are these files broken? (3) [AI Retrofit] If designs are the same and the "Retrofit Minister" is ordered to upgrade, the ship is caught in a loop until there actually is a "real" design change. I do not think the AI is using this ship while it is under the control of the "Retrofit Minister" AI RELATED PROBLEMS WITH SOME SUGGESTED FIXES (1) [AI Intel Projects] The AI needs a file similar to their research file, but for intelligence projects. This file would look to the same AI states and cycle through available AI projects BUT limit the number of simultaneous projects similar to the research file (i.e. 25, 33, 50, 100, etc.). This would result in (A) certain races using neutral, aggressive or defensive intel projects in line with their demeanor and (B) prevent the current problem of AI races having 12 projects at a time running!!! (2) [AI Planet Types] The current file appears to rely upon a "relative" comparison. I have been trying to tweak this file for the past month with no luck. I realize you left it relative b/c the "Settings" file allows players to tweak the max/min resources for planets (but are people really tweaking this parameter?). However, the AI choices for planets are not as efficient as they could be (and frankly most of us cannot figure out how they make some of their choices). I would suggest fields for "static" comparisons so that if a planet is "Mineral 85%" (regardless of other resources) the AI player will logically make it a mineral planet (currently can only pick if 101 or greater). I think the majority of fans would gladly sacrifice the ability to tweak this particular Settings parameter in return for a much more efficient AI. (3) [AI Construction Queues] Even if the AI has ample resources available, it does not fill up its construction queues for either planet facilities or vehicle construction - this results in considerable inefficiency. I often use the "Players" options to verify my modified AI files are functioning and for all empires this is true - most of the time they are completely empty. Perhaps when the AI construct files, it only executes a set number of entries at a time for its empire? (4) [AI Diplomacy] Add a short distinct .wav file that plays when the button is pressed on the log file for a message from a particular race. I think this would be fairly easy to implement, but will go a long way to developing distinct personalities among races. You can put a placebo empty .wav file there for now until you have time to expand the music (the modders will fill in the music in no time for you!). (5) [AI Diplomacy] Should be a penalty for asking for a treaty every turn. I know the xenophobic races have this built in, but even the Eee should be pissed-off if you ask for a treaty every turn for 20 turns! (6) [AI Diplomacy] Players can promise to trade xx resources with a race, but actually not have that amount available to transfer when the turn executes. The race currently makes a decision based on the amount promised, not amount the will actually receive. (7) [AI Diplomacy] Players should be penalized for ignoring any message (even if it is a general message, players should have to send a general message back). This would make diplomacy better. (8) [AI Diplomacy] If I accept to break a treaty or declare war, have it automatically happen. (9) [AI Diplomacy] If I promise to support in war, the AI should at least take a look and see if I have had a battle with the target race in xx # turns. (10) [AI .emp Files Missing] The Last patch did not cure the problem of several .emp files missing for 8-10 of the races - I can provide list if needed. (11) [AI Fleets] Non-direct combatant mine-sweepers, transports, colonizers, boarding ships, troop transports, etc. do not appear to be joining fleets for protection. Could there be a toggle or flag field in the design file to indicate whether a design type should seek a fleet? - however, I suppose this might confuse the ministers. . . (12) [AI Fleets/Design] Since the design types for the AI are rather strict, we need one additional - call it "Support Ship" this class would always be assigned to a fleet (perhaps limit # in the fleet) and would contain supplies, solar collectors, repair facilities, quantum reactor, etc. - More in line with what human players do. (13) [AI Design] The AI appears to make a new design for Attack Ships, Satellites, Defense Ships and Weapon Platforms just about every turn (for some races - I have not isolated why yet). This in turn leads them to run out of design names very quickly (as well as taking up processing time). Also, when design names run out, they stop making designs is this the intended result or perhaps they could call them I, II, II, etc. with each successive loop back to the beginning of the file. (14) [AI Design] There is no "defense ship" design in the AI even though there are calls for it in the construction ques. I made a design nonetheless (AA and repair), so its not a big deal to me personally. (15) [AI Design] If the AI places larger mounts in a design and still has enough space for normal mounts, it will not "flip" back to normal mounts to fill the extra space. (16) [AI Design] Design files are still using the old ability name for "Combat to Hit" modifications. A search and replace needs to be done on all the files to replace them with the new ability names. (17) [AI Design/Construction] AI should re-evaluate xx number of years whether to (i) retrofit ship to newest design type, (ii) auto-upgrade facilities and (iii) re-evaluate planet type and production after significant amount of time passed to make sure still efficient. (18) [AI Pathfinding] When the AI encounters a blacked path (e.g. non-combat ship entering warp pint with enemy sats) it will use all remaining points going back-and-forth between two points next to it. (19) [AI Game] The AI does not appear to be cloaking its ships/sats when it has the ability. I suggest that the AI always leaves their ships cloaked until such time as they trigger the "low supplies" flag- at that point they can be turned over to the Supplies Minister for resupply. (20) [AI Strategies] Should be a "Target Priority" for Weapons Platforms - this would solve the problems of (A) ships killing planets prior to landing troops and (B) ships killing weapon platforms and population (i.e. planet priority) while being bLasted by a defense base. |
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