
June 18th, 2003, 10:16 PM
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Join Date: Feb 2003
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Re: My AI Design Q&A
[quote]Originally posted by cybersol:
Quote:
Originally posted by cybersol:
[qb]Ah, I think I see why we seem to be miscommunicating now. Obviously I was not clear. First of all, I am mainly advocating an EVEN build up of forces. Consider the AI in the midgame for now. Assume its in a state like defend (short term). Assume there are just three ship designs for the whole empire: colonizer, attack, and layer for example. I am saying the defend (short term) queue should look something like this:
name ppi mhal
attack 120 2
colonizer 360 1
layer 720 1
attack 60 4
colonizer 180 2
layer 360 1
attack 30 8
colonizer 90 4
layer 180 2
attack 15 16
colonizer 45 8
layer 90 4
Thus it starts out building small numbers of everything in the "right" relative ratios. Then it goes back and build more of everything in the same ratios. The top repeat is designed to handle the no bonus early game case while the bottom repeat is designed to handle the high bonus late game case.
Most people do something like this for their most important ships, say attack ships, but not for the entire line of attack, support, infrastructure, and colonizer ships.
Now in the exploration and not connected queues at the begging you have the normal build one attack ship, build one colonizer, etc. But after the initial preparations, you again have escalating copies of the heart of the build queue.
Does that explain it better? It thus builds very deliberately at first, then an even small number of all your ships, then an even medium number of all your ships, etc. Thus as long as you have resources all the shipyards will be producing full bLast. Only when the maintenance limit approaches will the AI slow down its building process. In a no bonus game it will produce a smaller number of ships and stop in the second doubled copy, but in a high bonus game it might get to the fourth or fifth doubled copy.
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The results are the same in respect to a quicker build up of the Ships and Base amounts, from previous se4 Designs, in the opening to mid stages of the game. Possibly, the maximum depletion of the AIs Resource Reserves, well before the latest and strongest ship designs can be built in the Mid to Late game and leading to probable exasperated retrofit problems (“50% bug3, 3a,3b”) in the Mid to late game for the old existing designs the AI built and NOT lost thru combat from the early to mid game builds.
Possibly resulting in a loss of AI intimidation in mid to Late AI game play, and overall Ship and Base Strength as it relates to score that is directly related to AI Diplomacy and the quality of the AI Ship and Base designs built, in that of itself.
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With this aside, you are not suggesting that a Designer would start his Short Term Defense State in the manner as you described.
The objective of the AI Player, in the Short term defensive State; will be to expel the other Player out of his territory as soon as possible and for that AI Player to consider Defensive and Counter Offensive, options; thru a Strategic State Change and/or Diplomacy measures.
Colony ships would not be a good early placement in this AI Strategic State.
Even, Mine and Sat Layers would not be a good early choice unless they followed Attack Ships with a few STALL entries to increase their survivability.
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Possible early entries for the AI, Vehicle Construction File Layout for the AI Players Short Term Defense:
A much higher Attack Ship MHAL should be suggested not to mention *Displacement Attack Ship Grouping to expedite the need for a quick preemptive measure. A few Mine Sweepers /(types) also must be introduced very early if your (minefield value is :=False) , as not to have your AI, suckered into uneeded and continued losses; thru other players Minefields
Another possible, less likely to be successful scenario, in the short scope, but safer for your AI. Would be, If your Minefield Value was :=True , then you could build ALL attack ships and CV's first, and ending a preconceived fleet with many Standard Mine Sweepers, at that point your AI Players Offensive Attack Ships will be in near Position to Counter attack or in defensive actions with in, and the AI Players, latest built; Mine Sweepers will attempt to clear the way for the INITIAL Counter Offensive in the enemies terrotory.
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*Reference:
(EE, FF, DD etc..Displacement Attack Ship Grouping. Please refer to PvK’s Proportions, and PvK’s XiChung race Design File of an Excellent if not the best; Displacement Ship Design Group, example.)
Link
> Proportions for se4 <
[ June 18, 2003, 23:24: Message edited by: JLS ]
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