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Question about AI-Mod-Tutorial
Hi,
I'm trying to make some modifications to the ai settings, so I wanted to ask if there is a tutorial for ai modding. I do not speak about modding the game rules (I read that tutorial, it's great), only the ai itself. I did notice, that the AI can't handle some of my modifications, so I wanted to look on the AI mechanics. Is there such a tutorial? Thanks |
Re: Question about AI-Mod-Tutorial
There is no tutorial on specific AI modding. Fyron site offers guide lines and explaminations.
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Re: Question about AI-Mod-Tutorial
Could you give me some directions? I searched his site and there are many interesting things, but nothing for the ai.
So ignore my questions, if there is already a tutorial for that kind of stuff I did not found yet, if not, please feel free to answer my questions. I tried to find out some things myself yesterday. http://forum.shrapnelgames.com/images/smilies/wink.gif [Default_AI_Construction_Facilities.txt] AI State := Exploration Construction Queue Type := Homeworld Num Queue Entries := 9 Facility 1 Ability := Spaceport Facility 1 Amount := 1 Facility 2 Ability := Supply Generation Facility 2 Amount := 1 Facility 3 Ability := Resource Generation - Minerals Facility 3 Amount := 3 [?] Facility 9 Ability := Resource Generation - Minerals Facility 9 Amount := 100 So, I think that?s our homeworld. There are few other entries, also for ?homeworlds?. The lists were only little different, so it?s okay to use that entry here. So that?s the list to build. First of all the ai will build a Spaceport, then a Supply Generation, then 3 Mineral [?] and at Last, if there is free space, the rest ist filled with Mineral Generation (up to 100). In a test game I found out, that he sets not only Mineral Facilities. He fills the rest with Mineral and Research (50/50). Why is that? [Default_AI_Settings.txt] Maximum Research Point Generation := 100000 Maximum Intelligence Point Generation := 100000 Please tell me it?s not that, what I think what it is http://forum.shrapnelgames.com/images/smilies/wink.gif I thought about improving the ai, but before I invest hours and hours in that, is there perhaps a mod with an imporved ai? |
Re: Question about AI-Mod-Tutorial
[Default_AI_Construction_Facilities.txt]
This entry has nothing to do with initial facility's placement on the Homeworld. Actuall order is hardcoded and you can't change it. I belive it follows this rule: 1 Space Port (no SP for natural merchants) + 1 SY + 50% of total empty slots -1 to best research facilities + 1 best oranic extraction facility + 1 best radio exraction facility + remaining amount of slots to best mineral mining facilities. But if you will scrap all your facilities on the Homeworld and allow AI to rebuild it, AI will follow instructions from the aforementioned section. Other guesses are right. [Default_AI_Settings.txt] As soon as AI's total income from research and/or intel facilities runs up to these numbers it will stop building new research and/or intel facilities. TDM Mod Pack has a decent AI. Very good compared to stock game. |
Re: Question about AI-Mod-Tutorial
Thanks for the tip. I got it and will try it.
But don't you think, that this research-maxgeneration ist kind of stupid? I did not spend soo much time with SEIV yet, here are guys with hundreds of hours or more, but for me it looks ... yes, stupid. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Question about AI-Mod-Tutorial
I agree that 100k research/intel cap is pretty stupid.
From another hand, it is recommended to play against the AI with meduim/high bonus. It means that real AI research/intel output will be multiplied by 3 or 5 times. Without such limitation AI will start to waste points earlier or later. So I think that 500k-800k limit will be optimal. |
Re: Question about AI-Mod-Tutorial
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