.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V > SEIV

Reply
 
Thread Tools Display Modes
  #1  
Old April 11th, 2007, 05:13 AM
Black_Knyght's Avatar

Black_Knyght Black_Knyght is offline
Captain
 
Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
Thanked 2 Times in 2 Posts
Black_Knyght is on a distinguished road
Default Intelligence Projects

How (and where do I look for it) can I get a given race to use intelligence projects?
__________________
Run if you like, you'll only die tired....

Reply With Quote
  #2  
Old April 11th, 2007, 06:37 AM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default Re: Intelligence Projects

You mean AI? I think they will just use whatever intel projects are available to them as soon as they have some intel points to spend. Unfortunately it doesn't always do them much good: They seem to select their projects pretty much at random, which means they waste a lot of points on espionage projects that yield information they don't know how to use.

Many mods split the intel projects into 'AI-friendly' (ie sabotage) and 'AI-unfriendly' (espionage) projects, then require a (very cheap) research level to access the unfriendly ones. By preventing AIs from researching this project you can prevent them from wasting their points, while giving human players the option to research and access all the different projects.

If anyone has any less vague information to add about AI use of intel, please do so: I'll review this thread later and wiki it.
Reply With Quote
  #3  
Old April 12th, 2007, 05:24 AM
Black_Knyght's Avatar

Black_Knyght Black_Knyght is offline
Captain
 
Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
Thanked 2 Times in 2 Posts
Black_Knyght is on a distinguished road
Default Re: Intelligence Projects

'AI-friendly' (ie sabotage) and 'AI-unfriendly' (espionage) projects

Wow - is there any more information available on HOW to get an AI to do this? I'm still learning all the specifics on how things do what.
__________________
Run if you like, you'll only die tired....

Reply With Quote
  #4  
Old April 12th, 2007, 07:52 AM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default Re: Intelligence Projects

Quote:
Wow - is there any more information available on HOW to get an AI to do 'AI-friendly' and 'AI-unfriendly' projects?
Well, you'd have to edit intelprojects.txt and techarea.txt so that the sabotage-type projects require a "sabotage" tech area as well as the normal intel level, and the espionage-type projects require "espionage"+normal tech level.

For example, ship bomb might require research in intel level 1 as well as research in the sabotage tech. Food contamination might require intel2+sabotage. Emabassy taps would want intel2+espionage

Make the sabotage and espionage areas really really cheap to research- they are there for AI guidance, not to represent actual research work done.

Now tweak the Race_AI_Research.txt for each race so that the race WILL research sabotage but definitely will NOT research espionage. This way the AI will be able to use the sabotage projects, which will be effective. However it will not be able to waste points on espionage projects, which are utterly useless to it.

Human players, on the other hand, can research what they want and gain access to the entire intel tree.

Of course, if the AI comes across the espionage tech via trade or ruins or something, then it will go ahead and carry out espionage anyway, but there's not much you can do to stop that short of putzing about with racial techs, and it should be a pretty rare occurence anyway.

Lots of info about intel, including sabotage vs espionage.
Reply With Quote
  #5  
Old April 12th, 2007, 02:29 PM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: Intelligence Projects

Quote:
dogscoff said:
Quote:
Wow - is there any more information available on HOW to get an AI to do 'AI-friendly' and 'AI-unfriendly' projects?
Well, you'd have to edit intelprojects.txt and techarea.txt so that the sabotage-type projects require a "sabotage" tech area as well as the normal intel level, and the espionage-type projects require "espionage"+normal tech level.
You can save a lot of work by just adding an extra tech requirement to the projects the AI can't handle. Then you don't have to touch the AI research files at all.
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #6  
Old April 12th, 2007, 10:16 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: Intelligence Projects

Quote:
You can save a lot of work by just adding an extra tech requirement to the projects the AI can't handle. Then you don't have to touch the AI research files at all.
The AI cannot handle more than one tech requirement when dealing with Intel projects?

So for example you have your Sabotage requirement, and say a racial trait requirement as well, will the AI not use this?

If this is the case it might explain why the AI in the STM don't use INTEL.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #7  
Old April 13th, 2007, 08:28 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Intelligence Projects

Yes, maybe the Construction Facilities file (which I think is the name of the one which lists what the AI will try to build on each type of colony).
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:40 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.