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-   -   The Great AI Doc Hunt of '06 (http://forum.shrapnelgames.com/showthread.php?t=28038)

Fyron March 17th, 2006 10:21 PM

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)

Atrocities March 17th, 2006 10:26 PM

Re: The Great AI Doc Hunt of \'06
 
Great idea.

Rollo March 18th, 2006 01:03 AM

Re: The Great AI Doc Hunt of \'06
 
funny =)
this topic seems to crop out every two or three years.

AI Text Files Tips & Hints

Rollo March 18th, 2006 01:11 AM

Re: The Great AI Doc Hunt of \'06
 
and this:
AI modding: research.txt

Fyron March 18th, 2006 04:21 AM

Re: The Great AI Doc Hunt of \'06
 
Quote:

Rollo said:
funny =)
this topic seems to crop out every two or three years.

Damn, looks like I forget the "semi-annual" part of the title!

You can cut out everything in the urls after the "Number" variable (plus its value!, up to the & part) to make cleaner thread URLs.

Atrocities March 18th, 2006 06:33 AM

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.

Rollo March 18th, 2006 09:50 AM

Re: The Great AI Doc Hunt of \'06
 
Quote:

Imperator Fyron said:Damn, looks like I forget the "semi-annual" part of the title!

Wouldn't that be bi-annual?

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'.

Atrocities March 19th, 2006 05:21 AM

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


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