![]() |
The Great AI Doc Hunt of \'06
There are apparently a great many AI docs of antiquity hidden deep within the forums, written by people such as Atraikus, Rollo, Master Belisarius, and others. I think it would be great idea to try to dig all of them up and gather them in a central location. I've got the results of this thread and the AI docs posted on SEnet to get us started! Ultimately, I hope to gather them all up for posting on SEnet, and/or possibly the SEWiki.
Threads with enlightening results from discussions are also of use. So, let's get searchin'! Post yer links here. (this thread inspired by IRC) |
Re: The Great AI Doc Hunt of \'06
Great idea.
|
Re: The Great AI Doc Hunt of \'06
|
Re: The Great AI Doc Hunt of \'06
and this:
AI modding: research.txt |
Re: The Great AI Doc Hunt of \'06
Quote:
You can cut out everything in the urls after the "Number" variable (plus its value!, up to the & part) to make cleaner thread URLs. |
Re: The Great AI Doc Hunt of \'06
Rollo pointed out today that Personallity Types in the AI-settings file do not have anything to do with anger, demenour or politics. They are simply used for placement of AI races during game set up.
This I did not know, and I know that when I have asked this question before many others also did not know that this was there purpose. |
Re: The Great AI Doc Hunt of \'06
Quote:
Okay, here is a little more detail on the personality numbers: As said yesterday in IRC, these numbers have no in-game effect and are used only at game start to get the distribution of random empires. They are linked to this these lines in the /data/settings.txt file: <font class="small">Code:</font><hr /><pre> Random Player Personality Groups := 4 Random Player Personality Group 1 Percent := 30 Random Player Personality Group 2 Percent := 30 Random Player Personality Group 3 Percent := 30 Random Player Personality Group 4 Percent := 10</pre><hr /> So, how can a modder use this? Well, stock SE4 uses this to get a decent mix of AI races who are friendly and not-so-friendly (that's probably where the confusion comes from regarding the race demeanor). All races with similar behavior use the same personality number. DevnullMod Gold uses this to make a random selection of the Monster race highly unlikely. They have a personality number of -1. And from top of my head, here is another idea how personality numbers could be used: Put all the races that have the same howeworld type and/or atmosphere in one group. That way you could improve the selection of races with differrent colonies and breathers. And don't end up with another game of 'yawn, everyone is Rock/Oxygen'. |
Re: The Great AI Doc Hunt of \'06
Well now I have an update for STM. Thanks Rollo, with this new info I can better set up the races from game start. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
All times are GMT -4. The time now is 07:04 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.