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-   -   More than just 'weak' AI? (http://forum.shrapnelgames.com/showthread.php?t=31178)

Raapys October 20th, 2006 04:43 PM

More than just \'weak\' AI?
 
http://aycu02.webshots.com/image/424...6952151_rs.jpg

http://aycu14.webshots.com/image/705...1722531_rs.jpg

I can't figure out what the AI's up to. It's been 40'ish turns without all but one or two of them building a research and/or mining/farming facility( And presumably colonizing)? That just my game, or are others having as severe AI problems( Using the Balance mod or without)?

Is the AI having troubles with maintenance costs which in turn stops him/them from expanding? I had big MC problems myself but he had even more ships and units, and presumably wasn't colonizing only 'green' planets like me, so he must have gigantic maintenance expenses. This is a 'hard' game with small computer bonus.

AAshbery76 October 20th, 2006 04:48 PM

Re: More than just \'weak\' AI?
 
The A.I spawns the most stupid treaties.The A.I empires most likely have "No research pacts" with each other.

Phoenix-D October 20th, 2006 05:22 PM

Re: More than just \'weak\' AI?
 
Yeah, I'm thinking the treaties are the cause of problems like that. They're rather brain-dead when it comes to treaty proposals. In my current game they all have about the same expansion as I do.

NullAshton October 20th, 2006 05:27 PM

Re: More than just \'weak\' AI?
 
What kind of a pact is a "No research" pact? A pact not to research planet/star destroying tech I can understand. But all research in general? That's just plain stupid.

"Hey, let's both agree not to research any more technology, and together with our slingshots we shall rule the galaxy!"

Raapys October 20th, 2006 07:45 PM

Re: More than just \'weak\' AI?
 
Ah yeah, forgot about the treaties. Since they're not expanding their resource operations they probably also have the 'Don't colonize' thingy. Don't suppose there's any quick fix for it( or an ETA for the next patch)? It's sort of game-breaking to me knowing that the AI is basically doing nothing.

Tim_Ward October 20th, 2006 08:05 PM

Re: More than just \'weak\' AI?
 
Script_AI_GlobalSettings.txt has a big list of the treaty elements allowed for the AI (all of them). If you liked, you could go and take out the retard-o-vision ones (No research, no intel, no treaties with others) and recompile all the AIs and see what that does.

This would only work with stock, not the balance mod.

Raapys October 20th, 2006 09:43 PM

Re: More than just \'weak\' AI?
 
Ack, guess Kwok might work it out when he fixes the AI for the Balance mod.

pujal October 25th, 2006 04:05 AM

Re: More than just \'weak\' AI?
 
.

AngleWyrm October 25th, 2006 05:22 AM

Re: More than just \'weak\' AI?
 
Quote:

If you liked, you could go and take out the retard-o-vision ones (No research, no intel, no treaties with others) and recompile all the AIs and see what that does.

Here's a possible use for those: When you are in a militarily dominant role, you could bully with threat of force. "From now on, you will not do any research."

It would be major cool if the ai could figure out that this is a threat, and reply according to the liklihood of win/lose military combat in their systems.

It would be even more cool if it could remember if you broke such treaties shortly afterwards and just killed em all anyway.

Shadowstar October 25th, 2006 12:04 PM

Re: More than just \'weak\' AI?
 
Well that's the way the game should work. It doesn't though because it was rushed and the AI was never properly completed. Kwok certainly has a full plate.


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