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The Cheaters v1.3 released
Before my computer went belly-up I started working on a race style called the Cheaters.
Basically they were to use every dastardly AI trick to take advantages of all the things the AI can do and the human player can't. So far they had ships with 12 engines on them, Construction bases with 2 Space Yards, and Defense bases that used Afterburners and could move in tactical combat. I started experimenting with troop weapons on ships before I lost anything. I'm going to continue working on the Cheaters when my computer's running again, but in the mean time if anyone else has any ideas on unfair AI tricks, post them here. I'm sure I don't know everything. |
Re: Cheaters AI Race
On adamant, the AI has a tendency to use colony types that they haven't researched yet.
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Using star destroyers when they have only attained a low level of stellar manip..... if that is possible.
Using small ships with shields, regen, organic armor, ECM and warheads. Well that's not entirely cheating but it is a nsaty little trick, especially if your shield gen/regens are hi-lev and the enemy weapons are not that strong. Their shields will soak up a LOT of damage, and their organic armor can also assure them safety for a while, while the ECM makes sure the enemy misses more often, so they can get close enough for the ramming. Since they're small, you can produce them in fairly large numbers, while warheads are still strong against large enemy warships..... |
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I was not aware that the AI designs could violate player restrictions and still get built. This idea sounds neat. I think I might enjoy playing against the "Cheaters".
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I've seen ships with multiple auxillary control centers before.
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Oh yeah, The AI follows completely different rules for ship design than the human player. I'm not sure about some of the other things, but it sure would be fun to find out.
I think it might be possible to put cargo bays on weapon platforms giving planets cheap extra cargo space. The extra engines and double spaceyards are absolutely confirmed. That was the first thing I tested. |
Re: Cheaters AI Race
The AI ignores every single restriction in ship designing you can imagine. You can even get it to upgrade ship-only components to troop-only components if you are not careful in setting up a mod (overlapping family numbers are the bane of modders everywhere).
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Re: Cheaters AI Race
Interesting. So the AI could have a dreadnaught filled with ground cannons...
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If the ground cannons are more advanced than some sort of weapon you add to the ship design that the AI can place on the ships in the first place, yes.
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I wonder if a "cheater" race already exists, unknowingly.
I also wonder if a "cheater" race would be allowed in any future "AI Deathmatch" tourneys. Quote:
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They could possibly go over the facility limit. A planet with 200 resource facilities...
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No, the facility spaces and ship size are enforced for AI's. Multiple space yards on a planet might be possible, though, and multiple space yards on a ship has already been posted as in use for this race.
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I think that the Cheaters may very well be allowed in the AI Deathmatches, for players who want to play against a REALLY tough player..... also, are you making the rest of the AI for this race TDMishly hard? Then it would be a real boasting feat if you beat one of these in the AI Deathmatch.....
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I think Cheaters should all have a reset button to stop the game and force you to start over from scratch if they begin to lose.
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I believe the max number of spaceyards the AI can put on a ship or base hull is 2. The spaceyards are each 400kt and the largest hull size can only fit two.
The Cheaters AI will use the stock data files, so you could just plug them into your regular game. My computer is still broken and I'm waiting for the Windows XP cd from home so I can fix it. Once I do, I can get back to work on race. As for being allowed in an AI Deathmatch, I personally think it would be unfair because it's not a regular AI. But if whoever's running the match will allow it, I will enter them. Tournaments are always fun. The Cheaters will be like the Harlem Globetrotters of AI modding. |
Re: Cheaters AI Race
Huh? A starbase is 2500 kT. That is easily 5 space yards, or 6 with a master computer. A baseship is 1500 kT. That is easily 3, still leaving enough space for essentials...
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Re: Cheaters AI Race
Oh yeah. I was thinking about ship hulls. But I tried adding more than two spaceyards using several req ability entries, but the max number of spaceyards remained two. I think the AI was placing one for the req abilities and one for the majority component ability.
Now that I think about it, I never tried it with the secondary component ability. That might yield 3 spaceyards. |
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I was working on the Cheaters this afternoon and their ship designs were very fast. I was testing them in combat when I realized: How fast your ships are doesn't matter in combat.
Aside from being able to catch a ship that's running away from you, the speed of your ship has little or no effect on its combat effectiveness. What makes a ship effective is having just enough speed to reach the enemy first by jumping in at them from just outside of weapons range, and bringing enough firepower to destroy them before they have a chance to fire back. Obviously an AI won't be able to do that as perfectly as a human, but if I consider most enemy ships will start out on the opposite side of the map, and have a combat speed of 3 or 4, I should be able to figure out an optimal number of engines to give an attack ship enough movement to win most of the time against a comparable opponent. Of course, I also need a high damage first strike weapon. I'm thinking about using Rocket Pods, but I don't like the short range and the refire rate. The Cheaters build Kamikaze ships with Mine Warheads on them, giving them tremendous damage potential, but you also loose the ship. |
Re: Cheaters AI Race
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The Cheaters v1.0
The cheats they use: 200x Space Yard rate Puts more than 6 engines on ship designs Uses non-ship components on ships |
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I checked this out and the cheats could make for an interesting challenge. However, there is a problem, a great construction rate doesn't do any good if the race isn't reproducing its population. So... I took the liberty of optomizing the AI_General file. http://forum.shrapnelgames.com/images/smilies/laugh.gif I tried to stay with the spirit of your original set-up and came up with the attached file. Check it out and let me know what you think.
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Edit: If you don't care about making troops completely useless for actual combat, which you apparently don't since physical strength is at 0, you could also drop physical strength to a very negative value to get extra points. |
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Cheaters v1.2
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Cheaters v1.2 Download here.
Balanced the racial traits a little better. Tweaked the Ship Designs and the Research file a little. Added ship names file Cheaters.txt They wiped out the stock Fazrah in the first 24 turns. |
Re: Cheaters v1.2
I'm quite suprised that the game allows you to bypass the limits in the AI_General file like this. I remember doing some testing on this way back and thought that it did not permit this, but I may have only been testing Advanced racial traits. Do you have some parameters on this? For example, why did you choose 171% for shipyard instead of 999%? Are there actual limits in there somewhere that you can't pass?
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Re: Cheaters v1.2
The only limits are the cost in racial points available at the start of the game, and as defined in the Settings.txt
For most traits it's 1-80 : 10 Points Each 81-120 : 25 Points Each 121-? : 50 Points Each I don't know how high it can go, but it will cost you a lot of points. For Maintenance Reduction it's doubled except for the low end which is halved. I initially put the Construction Aptitude at 175. With the 1000 point Advanced Trait (which was cheaper) it added up to 200%, but I found I needed to balance things out. I had reduced Repair Aptitude to 0 since the AI uses suicide ships, but then the AI was retrofitting starbases that never got repaired. I also had Environmental Resistance reduced to 0 because I didn't know what it did. The population never grew. I reduced the Construction Aptitude to 171 to get some points for other things. |
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Empires created from AI_General files can ignore the minimum and maximum values for characteristics, but cannot spend more than the allowed number of points.
Anyway, since the whole point of this race is to exploit bugs that are available only to the AI, why stop at 0 with physical strength? Negative values generate points just fine, and don't have any worse effect than 0 does. |
Re: Cheaters v1.2
Ok, it still stops you from using more than total number of points allowed, but you can reduce individual stats below or above their normal limits, interesting.
The current stats you have there in v1.2 aren't for a 200o point race. You have another 550 points you can use. That's enough for 120% in research, or to bring the ground combat back up if you want to make the Cheaters use troops. Also, you've got the Opt 1, Opt 2 and Opt 3 settings all the same. So in a 3000 or 5000 point game you are leaving a lot of points on the table. You could raise a lot of your stats in the opt 2 and 3 charateristics, or throw in some advanced racial traits there. Your choice to lower the mining rate might be a mistake. With such a high construction rate it seems like it would be quite easy for the AI to spend itself broke. Of course if you play with bonuses that won't be as much of a problem. Geoschmo |
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Geoschmo |
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I can confirm what Geo says, you can not use a negative number for a characteristic. That was the first thing i tried! http://forum.shrapnelgames.com/images/smilies/wink.gif
In the file I uploaded a 5000 point start would give the cheaters a defensiveness of 45, I felt that a high defensive value would be important to a race that likes to ram. |
Re: Cheaters AI Race
Hmm, seems I was wrong. I was going by the fact that another way I found to ignore characteristic limits that I'm not too sure I want to post, as it is possible for human players and would allow blatant but not easily detectable cheating on PBW, allowed negative characteristics. For example, I set up one race with a negative political savvy and started a test game with it and another race in the same system. When I had them establish a trade treaty, this race received negative income from the treaty. I just assumed that if it allowed negative values one way, there wouldn't be an explicit check for negatives separate from the supposed limits from settings.txt for any way of circumventing those limits.
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Re: Cheaters AI Race
I tried negative values for a few of the traits, but they didn't work. I assumed it didn't work for any of them. As for the v1.2 general file, I must have miscalculated the number of racial points required (since you can't set them manually)
v1.3 fixes some of the maintenance and construction problems. And I think they use all available points. Ships with all the tiny components on them cost a lot and were draining the empire's minerals supply. Except for the kamikazes, they're actually inferior to most other middle-to-late-game warships one-on-one. They are tough in fleets though. |
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Cheaters v1.3
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Cheaters v1.3 released
fixed resource problems fixed racial traits file added anti-cheat disclaimer A few ways to check for AI_General file cheats: A suspicious number of "non-existant" traits. Maintenance Aptitude of "God-like" (can't happen in a normal AI_General) |
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Edit: Sigh, never mind. I figured it out. Yes unfortunatly this could be used on PBW to cheat. It would be hard to detect under normal circumstances during the game by the other players. However, if anyone had suspicions the game owner or the PBW admins could fairly easily verify it. It would be impossible for the cheater to cover their tracks after the fact. Someone despicable enough to pull something like this runs the risk of seriously damaging their reputation. |
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That's allright. I figured it out and updated my post.
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However, I can think of a good use for this trick, it would make setting up god-like races for theme games much easier. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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