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-   -   Will adding new system types to the game confuse the AI? (http://forum.shrapnelgames.com/showthread.php?t=6244)

PowerManatee June 7th, 2002 07:21 AM

Will adding new system types to the game confuse the AI?
 
Hey, I'm about to add a few system types to SE IV 1.49 (pre-gold), and I was wondering whether or not that would confuse the AI, - it wouldn't know what to do in the new types of systems, or would it be able to adapt?

Or is there even no specific code for AI strategies in specific systems?

Thanks,

Phoenix-D June 7th, 2002 08:07 AM

Re: Will adding new system types to the game confuse the AI?
 
Depends. If it's anything like a black hole, yes. If it's a habitable system, no.

Phoenix-D

Gryphin June 7th, 2002 12:37 PM

Re: Will adding new system types to the game confuse the AI?
 
Just a random thought,
Can a person create a habitable system that will move a ship a random 2 spaces?
Imagine putting that into a Hot Seat game.

Taera June 7th, 2002 02:05 PM

Re: Will adding new system types to the game confuse the AI?
 
Yay, wandering bases...

capnq June 7th, 2002 08:22 PM

Re: Will adding new system types to the game confuse the AI?
 
The AI seems to handle the hyperspace systems in my Hypermaze mod better than I expected them to.

Gryphin June 7th, 2002 08:30 PM

Re: Will adding new system types to the game confuse the AI?
 
I will start modding systems soon. Is it possible to have a habitable system where ships are Radomly moved?
I think that would be an interesting surprise. ;0

Suicide Junkie June 7th, 2002 08:54 PM

Re: Will adding new system types to the game confuse the AI?
 
Over time, the random movement will collect all the ships & bases into one sector, and they will float around together near the center of the system.

This can be useful for making a collective minefield that is bigger than the per-sector limits..

Gryphin June 7th, 2002 09:17 PM

Re: Will adding new system types to the game confuse the AI?
 
SJ:
"will collect all the ships & bases into one sector"
Implications:
If you have a ship that has run out of supplys it could "Fleet Up" with the Base, get refuled and could slowly make its way out of there.
If you placed engine destroying weapons on on a base:
Even if destroyed in a battle, the enemy fleet could find many of its ships Sucking Resources "Going Nowhere Fast"
I wonder if the Space Yard Ship that built it would get a chance to Refuel the turn it is built.
Something to test.

Edit: Semi Related: In combat, should seaker weapons have a chance of missing? I know it will never be coded. http://forum.shrapnelgames.com/images/icons/icon12.gif

(very slow day at work, this could get dangerous)

[ June 07, 2002, 20:51: Message edited by: The High Gryphin ]

oleg June 8th, 2002 04:30 PM

Re: Will adding new system types to the game confuse the AI?
 
Actually, there was a very nice system mod sometime ago (sorry, forget the author and name) that HAS habbitable system with random movement.

It was something like "seat of ancient" - huge planet super-rich in technology and asteroid belt around. I really, really liked that mod.

Gryphin June 8th, 2002 04:47 PM

Re: Will adding new system types to the game confuse the AI?
 
oleg,
Thanks,
Should I look for this in the uploads or in the forum?


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