View Single Post
  #236  
Old June 5th, 2003, 04:21 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by QBrigid:
JLS.
We have two nagging questions

Why is it that your AI in AI Campaign does not scrap its bases?

AND

What specifically causes the AI to switch from exploration to infrastructure?
Regarding AI BASES:

AI may at some points in the game scrap some Base Ship Yards. Rarely if ever a Defense Base in AI Campaign.


Retrofit Max Percent Difference in Cost := 60 was se4 default 50%...
This is 10 percent more and helps the AI.
Actually, Human Players CAN and DO take short cuts to beat the default 50% by Staggered retrofitting, so I gave the AI a little compensation
~
Quote:
Follow-up posted by Oleg:
AIC AI has construction_vehicles file optimized for non-bonused game so the problem with scrapging does not really come up. It still underutilize the available resources in bonused games though.
This is what I think. Could be wrong of course.
Oleg is correct, AIC AI Construction Files are optimized for None Bonus Games and hopefully with enough versatility for most scituations that the AI will get into.

If the AI interprets that it no longer needs ships from its predefined Construction file in the near future, it may scrap a Base Ship Yards over the Home World. This is usually a good thing because when the AI decides to build/replace with the next Base Ship Yard when it changes thru the AI States in AIC, as the result may/should choose to build one BSY at a Colony that has a free Ship Yard Facility operating on that Planet. There by extending the AI’s Frontier range and overall possibilities.
This will also free up the Colonies with a Planet SY to build Units and Facilities.
.

This is important to achieve the above results. The goal for the AI designer is to try to have the AI build/Replace it’s Base Ship Yards before the AI could build ships or Defense Bases, in this way assisting all that AI Planet SY Facilities and the Empire in a whole.
The AI designer can assign this for his/her AI in that AI's Vehicle Construction File

Please refer to any AIC - AI Players, (not Nuetral) Vehicle Construction File.

~

~TIP~ It is also important in the AI Planet Types File, that you do not assign the AI a Colony that Builds a Planet Ship Yard Facility to early if it can be helped. There by increasing the chance the AI will build the Colony with the Planet SY assigned in another System other then the Home System, and then the next Colony with a Planet SY assigned again in the Next System from the Last, repeatedly.
This way, attempting to extend the AI’s Frontier range and possibilities.

~
~~
~

Regarding AI States:

Quote:
Originally posted by QBrigid:
What specifically causes the AI to switch from exploration to infrastructure?
IF the AI is in the Exploration State and IF=(n) THEN the AI may switch to the Infrastructure State.

1: Other Players Seen & Enemy Near
2: Other Players Seen & No Unexplored System Nearby

I hope this is of help, QB.

~
~~
~

[ June 05, 2003, 20:07: Message edited by: JLS ]
__________________
>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
Reply With Quote