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Old June 25th, 2003, 05:47 PM

JLS JLS is offline
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Default Re: My AI Design Q&A

Quote:
Originally posted by Cybersol:
When it switches back to "Prepare for Attack" after my hypothetical situation, it will indeed process the first entry.
Indeed: Yes, exactly as I posted.

When the AI; picks a selection based on the AI State (in your hypothetical situation, to: Prepare for Attack; (as in any AI state change), the first item in the queue is selected, and evaluated , the AI will fill all available build queues.

However, what you are not excepting, Cybersol, too be true; is that your AI will NEVER return to the Prepare for Attack State, from the Defend (Short Term) State.

In addition, your build queues will continue the construction process to complete, all Items, which are already under construction; from your previous, STATE.
~
Quote:
Originally posted by Cybersol:
But it has already completed this entry since neither PPI nor MHAL has changed since it was Last in this queue (because no ships were made or destroyed and no planet were made). Thus the first "ship" it will add to a construction queue is exactly the one it would have added if it had never switched to the "Defend (Short Term)" state.
Cybersol, again, your AI WILL NOT, return to the Prepare for Attack State, from the Defend (Short Term)" state, as I explained in all my Posts you, you have read, and commented on.

Respect to your hypothetical situation:
IF the AI will NOT return to Prepare for Attack State from the Defend (Short Term)" state, how can your AI start off, were it left off?

With your intended Formats, you posted below.
=
==
=
Regards to any other theoretical, AI State Change:
Also, please, refer to se4 Rules; regarding, were the AI will start the construction queue.
How is it interpreted, by you Cybersol, that:
“ Thus the first "ship" it will add to a construction queue is exactly the one it would have added if it had never switched '' state. ”

Please, point out your referance.
=================================================
Rules: AI CONSTRUCTION VEHICLES DATA FILE

1. The game picks a selection based on the AI State. There cannot be duplicate
AI states.
2. Item will be placed at whichever spaceyard is available and can get it done the fastest.
3. First item(Note:not "ship") in the queue is selected, and evaluated.
code:
We construct if:
a. There are less than X planets
per each item, (if there are 13 planets
and we already have 4 ships
of this design type,
and the Planet Per Item value = 3,
then we buy another one).
If PPI < (Num Planets /
Num Ships of Type), construct.

~
4. If the Build at Least value is greater than 0, we check if the Planet Per Item condition
is still true.
If it is, then we purchase another one, if not, we move to the next
queue item. If we do purchase another one, we continue in this loop until the
condition is false, or we have purchased the number in Build At Least.
5. When the Last item is reached, it restarts at the beginning.

Cybersol groupings:
Exploration
Not Connected
Infrastructure
Secure Holdings After Attack
Prepare for Attack, Attack, Incursion
Prepare for Defense, Defend (Short Term), Defend (Long Term)
=================================================
Quote:
Originally posted by Cybersol:
Given the example above about how the queues work, I don't really see why it would be expensive to make multiple passes through a "Prepare for Attack" like queue. Either you have a ship already and it can skip the entry or you still need it so you build it. If you call for one star destroyer (PPI=0,MHAL=1), then as long as it is either being built or already built and still surviving then you will never build another.
I am sorry, Cybersol. Your example above, as you can see was, flawed.
Since the AI will NEVER change to Prepare for Attack FROM the Defend (Short Term) as a logic, or even by your groupings, posted.
======

Quote:
Originally posted by JLS:
And now, that you just invested, in actuality a Prepare for attack (when a Incursion was the call). Can you say that your AI can afford another tumble thru Prepare for Attack, again, and again? Please consider, will you have exotic ships like the Planet or System Destroyer, etc… In the Prepare for Attack.
If not, then were would you request them?
Cybersol.
Some how you have confused the Post I made; (IMO) Why, you should Not have Incursion State combined with the Prepare for Attack, Attack State.
With your Hypothetical Scenario about The AI Switching to, Prepare to Attack from Secure Defend (Short Term)" state.
---
As you recall, this is to say if you have a PPI on any of your ITEMS types, you gave in your format group of: Prepare for Attack, Attack, Incursion

And now knowing that the AI does enter the Incursion frequently, then, yes, your ships count will increase rapidly, PER the PPI every time you enter the Incursion state as I pointed out in THAT post, this will include every Item you have in your Prepare for Attack, Attack, Incursion

In regards to Exotic ships, I was just asking your intent, and where you thought a reasonable group would be for your AI to call it.

However, since you have now said, yes, you are going to have ONE star Destroyer, and it will be in you’re: Prepare for Attack, Attack, Incursion State.

Quote:
Originally posted by Cybersol:
The incursion state I thought was like a minor harrasment of the enemy.
------------------------
Follow up reply by JLS:
True, at any and or ALL Enemies Systems/Territories of opportunity; with only a few parameters and safeguards.
I am surprised you will have on hand, such an exotic and expensive Star Destroyer, “just for a minor harrasment on the enemy” from this, AI Incursion mission. Not to mention the Items that will continue to be built in that Incursion Mission in the way you have its group setup.

I have question, if, you run out of maintenance and will build no new ships. Yet your research continues, your designs are improving and you cannot retrofit, do to lack of resources and now you have a windfall of Resources. Can your AI, then retrofit considering the 50% rule.

What you suggest is an offensive, doctrine, however:
What of resources when your AI actually, will need to plan a: Prepare for Attack then Attack:
One, Nearby well defended system (Perhaps another Players, HS)

Just as important:
Now what if the AI, will need to plan for a; Prepare for Defense at some point in the game, will this be possible, if it has no resources.
(Perhaps Your AI Players, HS)

Most important:
Now what if the AI, will be in need to Defend (Long Term) at some point in the game, will this be possible, if it has no resources.
===

Quote:
I disagree slightly here. In the unmodded game there is very little cargo room on planets. The small cargo room makes it more important to plan which units are built on each planet type.
Interesting, is not the default Space Empires 4 AI Construction Vehicles file, the unmodded game.

reference:
Excerpt from se4 unmodded, default file:

AI State := Prepare for Defense, Defend (Short Term), Defend (Long Term)
Num Queue Entries := 21
Entry 1 Type := Weapon Platform
Entry 1 Planet Per Item := 0
Entry 1 Must Have At Least := 2
Entry 2 Type := Satellite
Entry 2 Planet Per Item := 0
Entry 2 Must Have At Least := 2
Entry 3 Type := Attack Ship
Entry 3 Planet Per Item := 30
Entry 3 Must Have At Least := 2
Entry 4 Type := Mine
Entry 4 Planet Per Item := 0
Entry 4 Must Have At Least := 2
Entry 5 Type := Fighter
Entry 5 Planet Per Item := 0
Entry 5 Must Have At Least := 2
Entry 6 Type := Mine Sweeper
Entry 6 Planet Per Item := 200
Entry 6 Must Have At Least := 1
Entry 7 Type := Colonizer
Entry 7 Planet Per Item := 100
Entry 7 Must Have At Least := 1
Entry 8 Type := Weapon Platform
Entry 8 Planet Per Item := 5
Entry 8 Must Have At Least := 10
Entry 9 Type := Satellite
Entry 9 Planet Per Item := 5
Entry 9 Must Have At Least := 10
Entry 10 Type := Mine
Entry 10 Planet Per Item := 5
Entry 10 Must Have At Least := 2
Entry 11 Type := Fighter
Entry 11 Planet Per Item := 2
Entry 11 Must Have At Least := 20
Entry 12 Type := Troop
Entry 12 Planet Per Item := 10
Entry 12 Must Have At Least := 2

====
Quote:
The construction_units file allow this type of specific assignment. Using the construction_units file also free's up planetary space yards to work on ships instead of units. “Using the construction_units file also free's up planetary space yards to work on ships instead of units.”
Are you stating here, that the Home World or Colonies with a planetary space yard, will not build units, just ships.
Just kidding

Actually, the Construction Units File, does for all the colonies. That the Construction Vehicles files, could never have achieved. As it relates to Units.
Wouldn’t you agree

[ June 25, 2003, 21:03: Message edited by: JLS ]
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