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A request/proposal to all AI modders
During the Last days there are several questions about AI-modding from people who - just as I did several months ago - search for general information to get a start.
There still exists this very helpful post from October 2001, the collected knowledge of the TDM-Modders. http://www.shrapnelgames.com/cgi-bin...981;p=2#000019 If this post is revised and updated it will be a wonderful introduction/pool of knowledge for AI-modders. Now my proposal or request to the "veterans" who contributed to the original thread: Would you be so kind to look through your post and - if necessary - update it? Of course, all AI-modding newbies (just as me) should contribute and share their knowledge, too. I don't think I can do this alone. It is not only a matter of limited time, I just don't know enough about all aspects of AI-modding (that was just confirmed in MB's AI contest) and - Last but not least - credit should be given where credit is due. So, what do you think? |
Re: A request/proposal to all AI modders
I guess you know this one ?
SE4 Modding Tutorial Written by: Imperator Fyron , with contributions from Suicide Junkie Maybe this just needs to get an update? [ March 20, 2003, 10:16: Message edited by: PsychoTechFreak ] |
Re: A request/proposal to all AI modders
Don't hold your breath waiting for it but I recently started added the ability to mod the AI to my SE4 Modder program.
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Re: A request/proposal to all AI modders
*PTF dribble mode* http://www.handykult.de/plaudersmilies.de/sabber3.gif
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Re: A request/proposal to all AI modders
What about this, just for a quick solution maybe:
AI modding veteran takes one of his own ai.txt files and just places remarks about his idea/thoughts behind the according lines. Probably you could use a different color for the remarks. Idea? [ March 20, 2003, 15:29: Message edited by: PsychoTechFreak ] |
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Re: A request/proposal to all AI modders
Good Ideal - You can also check out the main directory of the "TDM-ModPack" as most of the AI modders heavily comment their changes by using the readme.txt for that purpose. Here is an example of my Piundon one [warning long cut/paste] of course with so many tweaks, you think this race would Last longer in MB's AI deathmatchs http://forum.shrapnelgames.com/images/icons/icon12.gif
Ver 1.60 - RELEASE #07 (original graphics shipset by MM not enclosed) - Modified designs (once again) based on AI inspection reports 2-1-03 through 2-1-04 - Removed all calls to build Drones and Drone Carriers (just not worth the resources) - Removed all Drone research (why research if not going to build) - Reduced ratio of LR attack ships to SR attack ships from 2:1 to 3:1 - Added all 3 types of colony ships specifically to Explore & Infrastructure state due to bug in AI end-game call systems (thanks Mephisto) - Reduced ftr Groups from 15 to 8 and eliminated type priority firing in strategy file - Created new .emp files to match changes in strategy file and eliminate special ships - Lowered % ships to use in defense & restored original default formation (Spider) - Reduced max. maintenance threshold & increased # systems to defend - Added a queue for colony type "Resupply Base" in case they capture one (thanks Mephisto!) - Eliminated Ship Capture, Mil Sci 2 & Shield damage weapons research (no longer using boarding ships since not worth the resources spent) Ver 1.50 - RELEASE #06 (original graphics shipset by MM not enclosed) - Created "Piundon_Construction_Units.txt" to take advantage of new unit control - Stripped most unit purchases from "Piudon_Construction_Vehicles.txt" now that we have the _Units.txt file (left in WPs in explore mod and "capper" at end of each queue - Added "Attack Sweeper" and "Scout Ships" designs and to build queue (left in even though purchases based on unique names (as opposed to types) is not working yet - Added Troop Transport design and applicable research now that we can control the AI production of troops - Increased variety of vehicle purchases in "Defend (Short Term)" state since AI is in this state most of the time - Separated queues for each AI state in both Construction files - Modified designs based on AI inspection reports 4-5-02 through 4-7-02 - Increased max. turns before next attack & fleet % based on research by Mephisto and my experimentation - Streamlined design file for single ship call approaches - Increased recon sat production based on AI inspection reports - Put mid-way points into attack ship vehicle purchases due to choke symptoms - Adjusted research file to "33" to avoid unused points after certain projects - Modified Drone attack strategy and design based on research by Mephisto and my experimentation Ver 1.25 - RELEASE #05 (original graphics shipset by MM not enclosed) - Reset/verified certain Empire options (moving through minefields, etc.) now that they are working - Increased # recon sats in different queues - Removed rad/org extract tech level 2-3 due to monolith strategy - Revised strategies based on testing, including overall fleet - Added Kamikaze ship design (fleet support) and construction queue now that they are seeking fleets - Added Boarding ship design and construction queue now that they are seeking fleets - Added Ship Capture, Drone and Shield Damaging Weapons to research queue - Added Drone designs and construction queues (still testing) - Removed Cargo Transport and design since could not detect use by AI - Additional boost to # research facilities located on rad/organic colonies - Moved up CA, BB, DN in tech tree, moved down Stellar Harness - Increased # colonizers in all states to min. of 3 - Adjusted Stellar Manipulation designs to take into consideration 250/400k component sizes - Changed SRLT/HV designs back to Optimal Firing Range b/c not hitting a damn thing - Moved up "Create Planet" ship in construction queue - Added new lines to Settings.txt - Added Drone designs and strategies based on default AI files (tweak pending usefulness) - Eliminated Shield Regeneration components in all but attack/defense base designs - Reversed treaty levels back to default based on testing - Overflow queue for farming colonies converted to research facilities - Increased # attack ships in attack/defense modes - More tweaks to all designs based on testing - Added Cargo Transport back in based on Population Transport Design - Added recon sats back in now that the construction bug is fixed - Fixed grammatical problems in speech file - Converted both "Fighter Attack" movement strategies to "Point Blank" - Changed strategies fire to reflect revised firing priorities - Changed fleet strategy back to optimal firing range b/c not hitting anything - Added Drone Carrier to design file and construction queue - Added new settings for fleet and overall AI, tweaked Drone cargo settings Ver 1.20 - RELEASE #04 (original graphics shipset by MM not enclosed) - Removed recon sats from build queue pending bug removal (placed sensors on other platforms) - Totally reworked research tree based on tech min lines working now - Totally reworked designs all the way through late game attack bases - Limited pop. transports to 600kt b/c taking away whole planets of population - Removed defense ships from design and build queues - Tweaked strategies file for larger units launched and to use "Type Priority" first - Confirmed cloaked colonizers used properly by AI, new dual-class colonizers added - Tweaked build queues for late games where player has 100+ planets - Reduced # of auxiliary ships AI not using fairly well (Sat Layer, Pop Cargo, etc.) - Changed carrier strategies and load-out - Limited size of mines to 10k to avoid wasted efficiency - Converted most auxiliary ships to max. range with engine overloading weaponry - Turned off certain boxes in empire options when creating .emp file (no move through minefield, autoclaim) - Turned on "damage until weapons gone" in .emp file strategy settings - Removed cloaking from spaceyard ships b/c ministers having trouble using while cloaked - Converted latter part of farm planets to research havens - Re-tooled planet selection to boost research planets - Eliminated "Ancient Race" as selection since this was causing havoc for the colonization minister - Changed strategies for weapon platforms and sats based on changes MM made in recent patch - Eliminated emissive armor (again) from designs since reports show that it is still not working - Boosted desire of race to accept treaties early on when struggling - Eliminated certain techs from research queue that were not efficient for AI (extraction 4-9) - Forced AI to have a recon ship in the first turn with all supplies via the .emp file Ver 1.15 - RELEASE #03 (original graphcis shipset by MM not enclosed) - Moved stellar manipulation up the research tree - Tweaked fleets file to attempt to get higher % of ships in fleets - Created a mandatory research planet in every system in the Planet_Types file - Due to fighter design problems, reduced number of valid designs to one - Increased number of research & intel facilities in the Construct_Facilities file - Removed duplicate facilities in the Construct_Facilities file when a facility has more than one ability - Totally reworked Epoch 1 research to attempt to provide stronger early game ships - Removed blanks from the end the design name file - Redesigned early game mine/sat layers to provide more laying ability - Increased # of PD weapons on small attack/defense ships - Increased "turns to attack" from 1 to 3 Ver 1.10 - RELEASE #02 (original graphics shipset by MM not enclosed) - Removed minesweeper as component to larger attack ships (sweeper components do not work while cloaked) - Tweaked planet selection to decrease farming and increase research colonies - Modified default formation "Dark Wing" - Further tweaking to research tree and ship designs based on beta testing & SG forum comments Ver 1.05 - RELEASE #01 (original graphics shipset by MM not enclosed) - Added minesweeper as component to larger attack ships - Added "Stop Planet Destroyer" Facility to several queues - Corrected spelling error in Facilities.txt - Further tweaking to research and ship designs - Added speech file - Added strategies file - Removed cloaking from sweepers and Colonizers due to bugs Ver 1.01 - BETA RELEASE (original graphics shipset by MM not enclosed) - "Piundon_AI_Anger.txt" (modified original) - Made small changes to match personality better - "Piundon_AI_Settings.txt" (modified original) - Increased % of revenue maintenance for ships - Increased number of systems to defend - Removed limitations on ship tonnage - Increased max research/intel points - Tweaked % colonies to consider attack locations - "Piundon_AI_DesignCreation.txt" (modified original) - Added multiple designs for attack ships (based on hull size) - Added defense ships - Changed mix of components for better efficiency - Added crystal torpedoes (this was added to SE4 but not Piundon) - Added several component types to utilize ruins discovered - Made "Cloak Level" a requirement where possible - Modified different types of armors used for better efficiency - Added neural net ability if discovered - "Piundon_AI_Politics.txt" (modified original) - Limited max treaty to "Military Alliance" - Made small changes to match personality better - "Piundon_AI_Research.txt" (modified original) - Totally reworked from scratch based on actual playtesting - Designed to maximize queue efficiency by mixing lg/sm projects - Advances more balanced based on "epochs" of research approach - They now complete the tech tree - "Piundon_AI_Fleets.txt" (modified original) - Increased % of ships to used in fleets - Changed default formation - "Piundon_AI_General.txt" (no substantive changes made) - Added .txt to end of design file name so it will be used - "Piundon_AI_Speech.txt" (new file added) - [Work in progress] - "Piundon_AI_Construction_Facilities.txt" (new file added) - Added special race facilities and system/sector modifiers - Added special techs discovered via ruins (i.e. shields) - Hedged mineral production on other types of planets - Increased building of storage facilities - "Piundon_AI_Construction_Vehicles.txt" (new file added) - Increased production of vehicles/units - Removed production of Kamikaze, Boarding and Troops/ships - "Piundon_AI_Planet_Types.txt" (new filed added) - Decisions are first based on resource % - Next limited by size & # per system (1 military/ 1 construct) - Remaining planets are divided between research/intel - "Piundon_AI_Strategies.txt" (new filed added) |
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