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-   -   Gold AI doing some bad things (http://forum.shrapnelgames.com/showthread.php?t=5610)

Atrocities April 7th, 2002 04:13 PM

Gold AI doing some bad things
 
While playing my latest game, I have ran into some strange things. I switched each of the AI controled players, one at a time, to human control.

What I observed was frightening. Cloaked ships trying to colonize planets. AI sending colonizers to planets that have already been colonized. Ai not avoiding systems that I had marked as avoid, and also marked as "ship should not pass thru."

These AI issues are troublesome to say the least. I will bet money that they will eventually cause RCE's.

A new problem is when I deactivate the Politica and Intel ministers, they still remain active. I am stumped on this one. http://forum.shrapnelgames.com/images/icons/shock.gif

AI is also building WP on planets with no room. The AI does this repeatedly. (A clear all Que's button in the Que window would be a nice feature for a patch.)

The Romulan, (Xaiti AI) Very aggressive and colonizing methodically. Love to try and recolonize planets. 1st place.

The Klingons, (Jraenar AI) Not so aggressive, love to try and colonize planets while cloaked. 2nd place.

The Borg. (Krill AI) The Borg are growing, but slower than the Romulans or Klingons. attempt to over supply a planet. 3rd place.

The Federation STGN (Abbidon AI) Same as Borg. 4th Place.

Ferengi in 5th (CueCappa AI) same as Borg groth ok.
Son'a in 6th (Norak AI) Growth is horrible. Same as Borg on trying to over supply planets.

[ 07 April 2002: Message edited by: Atrocities ]</p>

ColdSteel April 7th, 2002 06:15 PM

Re: Gold AI doing some bad things
 
I'd say these are most likely problems with the mod you are playing and not problems with the SE4 default AI.

I haven't seen these issues with the TDM Gold game I'm currently playing.

CS

PsychoTechFreak April 7th, 2002 07:26 PM

Re: Gold AI doing some bad things
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Atrocities:
Cloaked ships trying to colonize planets. <hr></blockquote>

IIRC this is just a problem if you switch the race over to human player, AI controlled. The minister decloaks usually before colonizing. Or has it happened to have been changed ?

See also following discussion:


see lower third


Edit: I guess the behaviour/actions of the AI under human observation is not the same as without.

[ 07 April 2002: Message edited by: PsychoTechFreak ]</p>

Andrés April 7th, 2002 09:22 PM

Re: Gold AI doing some bad things
 
I've seen AI in different mods make desings violating max egines or with 2 space yard components.

Baron Munchausen April 7th, 2002 09:35 PM

Re: Gold AI doing some bad things
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Andrés Lescano:
I've seen AI in different mods make desings violating max egines or with 2 space yard components.<hr></blockquote>

I've put the 'one per vehicle' restriction on spaceyards in my mod and the AI still puts two spaceyards in a BSY before going on to add repair bays. Frustrating.

Fyron April 7th, 2002 10:02 PM

Re: Gold AI doing some bad things
 
Doesn't the AI ignore the "one per vehicle" restriction?

Phoenix-D April 7th, 2002 10:38 PM

Re: Gold AI doing some bad things
 
Yes it does. The AI can ignore pretty much any rule it pleases.

Example: make the bridge carry 500000 supplies. Now, normally you can't carry more than one bridge.. but the AI will use the bridge as supply storage and put many extra bridges on a ship.

Phoenix-D

Tampa_Gamer April 7th, 2002 11:24 PM

Re: Gold AI doing some bad things
 
Atrocities - the Cloaked Colonizers trying to colonize is fine. I have been keeping a careful eye on this one throughout the beta (as my Dra'kol use this an awful lot). It is still working fine. The next turn after it arrives the AI Cloaking Minister should de-cloak the Colonizer and allow them to colonize normally.

-TG


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