![]() |
Will adding new system types to the game confuse the AI?
Hey, I'm about to add a few system types to SE IV 1.49 (pre-gold), and I was wondering whether or not that would confuse the AI, - it wouldn't know what to do in the new types of systems, or would it be able to adapt?
Or is there even no specific code for AI strategies in specific systems? Thanks, |
Re: Will adding new system types to the game confuse the AI?
Depends. If it's anything like a black hole, yes. If it's a habitable system, no.
Phoenix-D |
Re: Will adding new system types to the game confuse the AI?
Just a random thought,
Can a person create a habitable system that will move a ship a random 2 spaces? Imagine putting that into a Hot Seat game. |
Re: Will adding new system types to the game confuse the AI?
Yay, wandering bases...
|
Re: Will adding new system types to the game confuse the AI?
The AI seems to handle the hyperspace systems in my Hypermaze mod better than I expected them to.
|
Re: Will adding new system types to the game confuse the AI?
I will start modding systems soon. Is it possible to have a habitable system where ships are Radomly moved?
I think that would be an interesting surprise. ;0 |
Re: Will adding new system types to the game confuse the AI?
Over time, the random movement will collect all the ships & bases into one sector, and they will float around together near the center of the system.
This can be useful for making a collective minefield that is bigger than the per-sector limits.. |
Re: Will adding new system types to the game confuse the AI?
SJ:
"will collect all the ships & bases into one sector" Implications: If you have a ship that has run out of supplys it could "Fleet Up" with the Base, get refuled and could slowly make its way out of there. If you placed engine destroying weapons on on a base: Even if destroyed in a battle, the enemy fleet could find many of its ships Sucking Resources "Going Nowhere Fast" I wonder if the Space Yard Ship that built it would get a chance to Refuel the turn it is built. Something to test. Edit: Semi Related: In combat, should seaker weapons have a chance of missing? I know it will never be coded. http://forum.shrapnelgames.com/images/icons/icon12.gif (very slow day at work, this could get dangerous) [ June 07, 2002, 20:51: Message edited by: The High Gryphin ] |
Re: Will adding new system types to the game confuse the AI?
Actually, there was a very nice system mod sometime ago (sorry, forget the author and name) that HAS habbitable system with random movement.
It was something like "seat of ancient" - huge planet super-rich in technology and asteroid belt around. I really, really liked that mod. |
Re: Will adding new system types to the game confuse the AI?
oleg,
Thanks, Should I look for this in the uploads or in the forum? |
Re: Will adding new system types to the game confuse the AI?
I uploaded in SEIV/Data what I have. 1024x860 pictures are missing though. They should be somewhere in old upload forum. It would be nice if author of that mod post either Gold upgrade or
let somebody to modify his mod. It has best set of quadrants/systems I ever see. Here is the link. Move pictures and data to appropriate folders in SE directory. 1023551123.zip |
Re: Will adding new system types to the game confuse the AI?
Mmkay, thanks for the responses, but do you reckon these would be recognized by the AI?
1 - a black hole with one (small, rock, no atmosphere) planet. 2 - a Destroyed Star system type but with a single (small, rock, no atmosphere) planet. 3 - a regular system that only has four planets in it. 4 - a trinary system with a huge planet dead in the centre of the three stars. 5 - a storm system which contains two planets and allows a player to start in it. thanks, |
Re: Will adding new system types to the game confuse the AI?
1) AIs are just generally bad with black holes. I don't reccommend even normal black holes in an AI game.
2) Should be ok. The AI will certainly not make good use of the system, since it will place a Spaceport first. (IIRC) 3) No big deal for the AI. 4) No big deal. Same as the trinary with one asteroid belt sector. AI might not make optimal use of one planet per system. 5) Storm systems can be powerful fortresses for the AI, but are even better for a human player. I reccommend my wondersystems Name := Wonder 1 Description := Solar system undergoing a collision with a major storm. Name := Wonder 2 Description := A huge planet that has wandered away from its original star. Name := Wonder 3 Description := Solar system with a unique planetary structure. [ June 09, 2002, 14:17: Message edited by: Suicide Junkie ] |
Re: Will adding new system types to the game confuse the AI?
Nice, thanks.
[ June 09, 2002, 21:08: Message edited by: The High Gryphin ] |
All times are GMT -4. The time now is 04:17 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.