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October 4th, 2004, 02:26 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: AI Deathmach 3
Quote:
aiken said:
At the same time, most of complains were about "weak AI", not "uncreative AI". So I think it was natural for AI modders to boost AI strength, not its RP aspects.
AI modding is a sort of contest, and why should someone write an exremly artistic, unpredictible, but helpless AI? The truth is that there are less than "1000 ways to do it", probably there is only 1 way to make successful AI with a slight set of unsignificant variations.
This game was not developed as a space RPG, it a human players who can make it RPG.
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Its not only the speech and role playing. Again, I know Im talking ahead of myself and should look into things more, but it seems like the AIs could be more tactically different. I have seen some which seem to try and win by swarming colony ships, or by building mostly small fighting ships in fleets, or heavily geared toward research, and one which seems to be trying to win diplomatically. Im interested in more of that type of spread.
Some of the best ones I might be missing because they dont want to leave their mods. Does the "darkness" race from B5 concentrate on stealth and intelligence? Do the ferrengi concentrate on trade?
Also Id like more of an even spread in events. I may look into writing more good-luck events.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 4th, 2004, 02:34 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: AI Deathmach 3
You must not have seen the Eye Candy Mod or Adamant... these mods have plenty of good events in them. Plenty of bad as well, but there are good ones.
Most mods are not focused on the AI. Just TDM and AIC, really... Devnull to a minor extent, but it is more focused on balance. Other mods are focused on providing a vastly different playing environment, and the AI tends to be secondary...
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October 4th, 2004, 02:59 PM
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Captain
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Join Date: Mar 2002
Location: Santa Cruz, CA
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Re: AI Deathmach 3
Quote:
Gandalf Parker said:
Quote:
aiken said:
MB, can you upload an AI scripts pack to the AIDM3 page? It would be nice to have all the best AIs in one single zip.
Addition: interesting, is it possible to write a "blitzkrieg" AI which is aimed at fastest victory achievement? E.g., victory in 70-100 turns instead of typical 200-300 turns.
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That would be good but I get the (frightened and probably incorrect) impression that all AI changes and mods are geared toward making the game more difficult. I guess Im more RPGer and soloplay than war-strategy or multiplay. Id like to see more spread.
I havent looked at all that is avaiable. Im still running pretty much un-modded so I wouldnt be surprised if someone corrected me on this. But what I have looked at so far I have mostly removed. Ive seen huge event files but they seemed to only add bad events. Ive seen mention of AI improvment mods but "improvement" seems to mean "harder to beat". Im sure they do a fine job but if all of the changes are in one direction then the feel of the game changes for me. Im guessing that later on I may want that, but for now Id like to see more variety and general spread of whats there if its available.
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You may like my Strangers Mod then. It is still in development, but is aiming for prety much what you described. Different flavor races, designs, attitudes, etc. while also being a competetive AI. The basic Mod is complete and I am currently working on the AI files. Hope to have it ready for solo play by Christmas.
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All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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October 4th, 2004, 08:46 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: AI Deathmach 3
Quote:
aiken said:
MB, can you upload an AI scripts pack to the AIDM3 page? It would be nice to have all the best AIs in one single zip.
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For sure I could. But most of the AIDM3 races are currently included into the TDM, then, think would be somewhat redundant.
TDM Races:
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Aquilaeian
CueCappa
Drakol
Earth Alliance
EEE
Fazrah
Gron
Khrel
Klingon
Narn
Orks
Piundon
Pyrochette
Rage
Sallega
Tessellate
Toron
United Flora
Vikings
Non-TDM Races
Azorani
Corrian
Namovan
Teslik
Verduran
About the Corrian and Teslik, already you can download it from the Gandalph webpage.
Maybe I could upload the Azorani, Namovan and Verduran.
Quote:
aiken said:
Addition: interesting, is it possible to write a "blitzkrieg" AI which is aimed at fastest victory achievement? E.g., victory in 70-100 turns instead of typical 200-300 turns.
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With the map I'm using, it's near to impossible.
Does exist to many space between the starting places.
Also, the empty systems in middle means the fleets must attack without resupply, and the AI is not very smart managing the fleet resources.
Many modders (like me) tried to help the AI, designing support ships with supply components and solar collectors, but usually it's not enough. Only when the Quantum Reactor comes, the AI can manage the fleets without worry for the supplies... and usually it takes more than 100 turns.
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October 4th, 2004, 09:06 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: AI Deathmach 3
Earth Alliance vs Azorani.
The Earth Alliance won at the turn 370.
They always had the initiative and the Azorani just defended.
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October 4th, 2004, 09:12 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: AI Deathmach 3
Narn vs Verduran.
The Verduran won at the turn 400.
It was not something new to me, because I did several test before accept the Verduran...
Many files are the same to the United Flora, but they are not a religious race, and the Verduran ships looks weak, very weak. But... they build lots and lots of cheap ships, then, they outnumbered the Narn fleets. A lone Narn DN could kill many Verduran DN, but the Verduran fleets were so numerous that the Narn always was at the defensive and finished losing!
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October 5th, 2004, 07:33 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: AI Deathmach 3
Rage vs Teslik.
The Rage won by points, at the turn 500.
It was a looong game and the Rage was always at the offensive, but the Teslik managed to survive until the end.
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October 5th, 2004, 07:37 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: AI Deathmach 3
After the first round of games, here the standings.
GROUP A1
United Flora 1
Khrel 1
Drakol 0
Sallega 0
GROUP A2
Tessellate 1
Pyrochette 1
Gron 0
Namovans 0
GROUP A3
Space Vikings 1
Orks 1
Corrian 0
Piundon 0
GROUP A4
Aquilaeian 1
Fazrah 1
Klingon 0
Toron 0
GROUP A5
CueCappa 1
Earth Alliance 1
EEE 0
Azorani 0
GROUP A6
Verduran 1
Rage 1
Narn Regime 0
Teslik 0
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October 5th, 2004, 09:32 PM
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Colonel
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Join Date: Jul 2000
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Re: AI Deathmach 3
Khrel vs United Flora
The UF had not problems to defeat the Khrel. They won at the turn 190.
The UF expanded fastest and for the time the Khrel had competitive ships, the battle was already lost.
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October 6th, 2004, 04:55 AM
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Brigadier General
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Join Date: Jun 2002
Location: Kleigat Pampercity
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Re: AI Deathmach 3
Great stuff Master Belisarius!
I really enjoy reading this thread.
I think the UF will be the ultimate winner. Damn, no Drakol winner. Ah well, mabe when SE V comes along.
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