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-   -   Another AI Question.. (http://forum.shrapnelgames.com/showthread.php?t=29267)

StarShadow June 19th, 2006 11:37 AM

Another AI Question..
 
Are there any mods that only modify the 'neutral' AIs? I know the (unmodified) AI for all the races is pretty dim, but the neutrals take it to a whole new level. Also, one thing that has always bugged me about the neutrals..once they have the tech they open up warp points to everywhere...if they can't figure out how to use warp points, how the hell can they figure out how to open them? Anyway, if someone has some time on their hands, I'd love to see a mod that adds decent neutral AI, if it doesn't already exist. I know it's a lot to ask, but it'd be really nice..

dogscoff June 19th, 2006 11:50 AM

Re: Another AI Question..
 
Should be pretty easy to stop them opening warp points. Just take out all references to the warp point openy component in their design files. (Leave the warp closer in there though, so that they go around closing warp points like the isolationists they are) Of course if they should acquire a warp opener by gift/ trade/ theft (unlikely) then you can expect them to behave just the same...

But to answer your question, I know of no such mod. Doesn't mean there isn't one though.

StarShadow June 19th, 2006 01:18 PM

Re: Another AI Question..
 
I am also wondering if there is a tutorial somewhere about modding/creating AIs, I might give it a try myself, if I can figure out how it's done.

Captain Kwok June 19th, 2006 01:48 PM

Re: Another AI Question..
 
There is some reference material over at SE.net on AI modding, but it's currently down for some reason or another.

StarShadow June 19th, 2006 01:58 PM

Re: Another AI Question..
 
Thanks! I'll check it out once it's back up.

StarShadow June 19th, 2006 04:53 PM

Re: Another AI Question..
 
Oh, also on the topic of neutral AIs, if I were to add more (there are only 10), would they be used, or ignored?

Captain Kwok June 19th, 2006 05:07 PM

Re: Another AI Question..
 
They would be added to the pool of neutrals that can be selected randomally during game generation.

StarShadow June 19th, 2006 05:44 PM

Re: Another AI Question..
 
Good to know, thanks!

StarShadow June 21st, 2006 06:51 AM

Re: Another AI Question..
 
SE.net finaly came back up and I had a lood at the AI stuff, unfortunately I still have no idea on how to do what I wanted.

Captain Kwok June 21st, 2006 05:30 PM

Re: Another AI Question..
 
Well post what you wanted to do and maybe someone can tell you how to do it. http://forum.shrapnelgames.com/image...ies/tongue.gif

StarShadow June 21st, 2006 11:51 PM

Re: Another AI Question..
 
Actually I think I've figured out most of what I need, I just needed to read through the AI posts a couple of times for it to start sinking in. Setting up the research AI is going to be a pain in the neck though, since I want each neutral to be somewhat different from the others.

Captain Kwok June 21st, 2006 11:54 PM

Re: Another AI Question..
 
I think your efforts would be better spent on making regular AIs since most people would prefer to have good regular AIs than more neutrals.

StarShadow June 22nd, 2006 12:15 AM

Re: Another AI Question..
 
You're probably right, I'm mostly just doing this for myself though, plus, this might be good practice in case I decide to try making my own race later. I already have a good appreciation for just how hard a good research AI file can be.

Captain Kwok June 22nd, 2006 12:20 AM

Re: Another AI Question..
 
One way to make a decent AI research file is to play a game yourself and write down the order that you do your research.

StarShadow June 22nd, 2006 12:38 AM

Re: Another AI Question..
 
True, but I don't want the neutrals to all do their research the same way. Plus I'm trying to optimize the way they research. Also, I usually start with 3 planets, because of that I almost never research DUC. The neutrals, who only ever start with 1 planet, research 3 times slower than me, so I have to plan their research to take that into account, also, I want to make them different, have them prefer different weapons, etc.

Q June 22nd, 2006 07:41 AM

Re: Another AI Question..
 
A good way to enhance the neutrals is to give them a special racial technology with improved facilities (they can only colonies the few planets in their system), a colony module for all planet types, a special atmosphere converter ......
The best is that they have all this technology even in a low tech start game from the beginning.
Eventually you will still overpower any neutral empire but in the beginning it might be quite difficult.
And one more important point: make them refuse any treaty.

PvK June 22nd, 2006 03:03 PM

Re: Another AI Question..
 
There is a neutral AI mod made a year or two ago... as I recall, it added some primitive tech levels for them and gave each one something primitive but unique and therefore worth capturing rather than glassing.


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