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February 9th, 2001, 03:32 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Australia
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New Mod Posted - Have fixed faults in AI Research files
I have just posted modified AI_Research files for all races that I have into the Mods/Archive section.
When I went through the AI_Research files in detail, I found with the Theoretical Sciences, that the follow on technologies such Shields, Troops etc were, either not being researched at all, or were being researched a long time later.
I therefore have modified the files to ensure that the follow on technologies are researched immediately after their prerequisite Theoretical Science, and that they occur at an appropriate time in the reasearch queue. In some cases I have staggered the research queue so that the different levels are achieved at different points - ie rather than just researching Shields up to 5 at one point, I have shields research upto to 2 at one point, and then upto 5 some time later in the queue.
This makes the AI ships a bit more rounded technology wise.
I have also moved shields further up the research queue for most races (for some races it was obviously a racial trait that they develop shields later) and have included research in Projectile Weapons upto level 3 very early on for most races (some never research Projectile Weapons and dont include them in their ship designs).
The above mods make the AI ships much better early on, particularly in combination with my point defence mod.
Again, I hope you enjoy the mods and look forward to any feedback you may have.
Regards,
God Emperor
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February 10th, 2001, 03:16 PM
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Second Lieutenant
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Join Date: Dec 2000
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Re: New Mod Posted - Have fixed faults in AI Research files
I have just updated my modified Research files.
Whilst play testing further Last night I discovered that the AI rigidly maintains a research queue of 4 items. The implication of this is that it wont, say, research Shields immediately after discovering Physics, but, will instead complete the other three items in the queue first (Shields gets added to the back of the queue).
I am not sure how to shorten the queue to say two items, and altering the % for researching each tech doesnt seem to make much difference. The mods I have done do help the AI but not as much as I had hoped.
Anyone else have any ideas?
I also found a few more Industry techs not being followed by a computer tech, so I've fixed that too.
I see a potential problem in the AI_Research files when the computer gets down to researching Rock,Ice, Gas colonisation, which I'm interested to see whether anyone has encountered. The fact that the three colonisation techs are next to each other and set to 100% appears to mean that the AI has to research 1,000,000 pts before it will move on to any other tech. I am thinking of separating the techs, but am unsure of the implications.
If anyone has any ideas or seen the AI players researching two of the colonisation techs in a row late in a game, I'd be interested to know.
Regards,
God Emperor
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February 10th, 2001, 04:49 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: New Mod Posted - Have fixed faults in AI Research files
Would you mind if I included your mod in my downloads section. I humbly offer my site as a mirror.  Let me know.
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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard
UCP/TCO Ship Yards
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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February 10th, 2001, 05:30 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: New Mod Posted - Have fixed faults in AI Research files
Actually, you don't want to put the techs for a prerequisite RIGHT after the prerequisite. The research minister searches the files sequentially and while it is researching the prerequisite it obviously canot be researching anything that requires the current tech level. It will have to skip over that field and find something else. If the next researchable field is too far down the list, it could get bogged down in something too expensive. It's better to intersperse things so that simultaneous research of things near the same cost will occur. Put physics 2 and military science 2 adjacent, for example, then scanners and advanced military science. It's also smart to break up research of one tech area so it doesn't try to go straight from level one to level ten in something. You want to try to duplicate the sequence that a human would follow, just a few levels of this, then some of that, so that progress occurs fairly quickly in many areas.
[This message has been edited by Baron Munchausen (edited 10 February 2001).]
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February 11th, 2001, 05:09 AM
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Second Lieutenant
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Join Date: Dec 2000
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Re: New Mod Posted - Have fixed faults in AI Research files
Baron,
I humbly wish to disagree with your statement.
The AI maintains a research queue of four items and adding other theoretical techs just slows downs its research on vital ship components.
I have developed a fix though.
My Research V1.02 is now available and SIGNIFICANTLY improves the AI's ships. I mean SIGNIFICANTLY.
What I have done is to create two dummy techs called Filler Tech 1 and Filler Tech 2 in the TechArea file. The techs only cost a couple of research points but act as spacers so that only two normal techs are in the queue at any one time.
I have modded the AI_Research files to include Filler Tech 1 and Filler Tech 2 and have fixed some typos that I and others had introduced for the tech Armor (was spelt in the English form "Armour"), which caused a few odd things to happen very late in a game. I also advanced the research of armour for all races.
The mod is stable and the AI now builds some VERY tough ships as it spends less time researching theoretical techs early on.
I have lost two ships in my first five battles in my latest game, when I normally only lose ships very late in the game when large fleet battles occur. Be prepared to be challenged!!!! Be warned!!!
PS:The TechAreas file needs to go into your SEIV/Data directory.
Just to reiterate, I see a potential problem in the AI_Research files when the computer gets down to researching Rock,Ice, Gas colonisation, which I'm interested to see whether anyone has encountered. The fact that the three colonisation techs are next to each other and set to 100% appears to mean that the AI has to research 1,000,000 pts before it will move on to any other tech. I am thinking of separating the techs, but am unsure of the implications.
If anyone has any ideas or seen the AI players researching two of the colonisation techs in a row late in a game, I'd be interested to know.
Also, does any one know whether the four item queue problem will be fixed in the new patch?
Regards,
God Emperor
PS: I am very happy for any one to mirror V1.02 as I have no more major changes to make to it am now enjoying a very tough game, which I will play to the end for a change (normally I stop because my empire is too powerful and I cant be bothered going on).
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February 11th, 2001, 06:18 PM
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General
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Re: New Mod Posted - Have fixed faults in AI Research files
Well, that's certainly not good if it does not recognized the 'percentage' setting when allocating research but the problem is essentially the same for designing the AI research program. You need to space techs out and make a "gentle slope" of research costs so that the AI doesn't get bogged down in any one field for too long. If you think it's important for the AI to research weapons technology earlier then you can mod the files as you have done. I think that the AI also needs lots of resources to BUY all those spiffy ships, so I have bumped up 'infrastructure' techs in my personal mod. 
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