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Old February 24th, 2003, 05:23 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Originally posted by Baron Munchausen:
quote:
Originally posted by Mephisto:
But the point is, that you can directly alter the way the AI does things in the game. At the moment, you can just adjust some values but cannot alter AI behaviour. For example, the AI will at the moment only scrap atmospheric converters after they have done the job. What Samurai is suggesting is, that if you don't like it, you write your own routines to teach the AI how to scrap different building and under what conditions. In effect it would allow you to write your own AI. I personally would love it and it has been suggested in the beta forums to Aaron. I hope he will implement it, even some simple if...then conditions would be of great help.
This is possible with text files, too. Yes, it would be nice if MM would give us control of more of the AI's decisions in the text files. I'd especially like to be able to select which planets to send colonizers to (size vs. resources vs. atmosphere) and which Intel projects to use. More complex chois ein existing controls woul dbe nice, too. You cannot teach the AI to use anything other than the default colony types which MM has created for it, for example. Why can't we have different scripts for 'large' and 'small' mineral mining worlds, or for worlds with a good level of several resources?
Earlier I posted the suggestion that SE-V be architected using a client/server approach, where the game engine is the server, and the client(s) can be an AI program, the user interface, a third party's user interface, etc.

Same thing for ministers, too. I would love to be able to code my own ministers so that it would do exactly what I want it to do.

--Raynfala
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