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June 17th, 2003, 04:14 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: My AI Design Q&A
Quote:
Originally posted by cybersol:
5) AI_CONSTRUCTION_VEHICLES.TXT. It seems in my experience that you get a more even distribution of ships if you add multiple copies of the exact same entry (colony ships in exploration for example). For example, build some colony ships, build some attack ships, build colony ships again to replace, build support ships, build colony ships again to replace, etc. My guess is that if the hardcode is at entry 12 in this file, then it goes to 13 when it finishes 12 without looking at 1-11 again until the next time it arrives at them by going around one at a time through the loop. How do you think it works?
Originally posted by cybersol:
5) I was just plain wrong. The construction_vehicles file reads from top to bottom inside the current state everytime it wants to construct something.
Well, the file doesn't work the way I thinking when I asked question five. MB and some further testing cleared it up though. Here is how it works. Every turn the AI goes to the top of the queue in construction_vehilces for whatever AI state you are in presently. "Exploration" for instance. It reads entry 1, adding whatever is needed to the build queue of some world. If you still have resources and more build queue slots then it goes to entry 2. So it starts at the top and goes down every turn. Thus a redundant call, say build ten colony ships at entry 1 and again at entry 4, has no value and is just redundant. Because every turn the first entry causes it to fill the build queues to have 10 colony ships total the second entry has no effect. But a second call to build 20 colony ships at entry 4 would then add 10 more if there were build slots available after 1-3.
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I agree Cybersol, MOD PACKS need and most have Parameters for new additions of an AI.
To introduce a new AI that makes 5-10 Colonizers, starting from the First turn of the game, and with the other original AI is set for 3 for example, then, that at AI will be unbalanced. Having an adverse effect on the entire Mod ,and the Human Player will have a very tough time trying to compete for Planets if as you say; "this AI introduced 10 to 20 Colonizers", at jump.
For example, the only losses expect in the AI strategic State of Explore and/or Not Connected may be:
1: Bad Warp Point, in the extreme.
2: A black Hole type System
3: An improbable AI abandonment.
4: And most important the AI Colonizer dissolving into a Colony.
Please Consider this.
Se4 Default_AI_Construction_Vehicles
AI State := Exploration
Num Queue Entries := 15
Entry 1 Type := Attack Ship
Entry 1 Planet Per Item := 50
Entry 1 Must Have At Least := 2
Entry 2 Type := Weapon Platform
Entry 2 Planet Per Item := 0
Entry 2 Must Have At Least := 2
Entry 3 Type := Satellite
Entry 3 Planet Per Item := 0
Entry 3 Must Have At Least := 2
Entry 4 Type := Mine Sweeper
Entry 4 Planet Per Item := 200
Entry 4 Must Have At Least := 1
Entry 5 Type := Colonizer
Entry 5 Planet Per Item := 30
Entry 5 Must Have At Least := 2
~
~
Above may result, in a Burden to the Human Player or a Gas/Ice AI; if the above AI is Rock and has many Planets nearby. PPI = 30 resulting in 3 Colonizers at 4-6 Planets, 10 Colonizers when a Rock AI reachs 31 Planets
=================================================
With a Staggered Colonizer grouping, the results can be controlled for this AI, by the designer. For example: Proportions Abbidon_AI_Construction_Vehicles
Entry 1 Type := Missile Base
Entry 1 Planet Per Item := 0
Entry 1 Must Have At Least := 1
Entry 2 Type := Ship Yard
Entry 2 Planet Per Item := 0
Entry 2 Must Have At Least := 2
Entry 3 Type := Colonizer
Entry 3 Planet Per Item := 0
Entry 3 Must Have At Least := 1
Entry 4 Type := Ship Yard
Entry 4 Planet Per Item := 0
Entry 4 Must Have At Least := 3
Entry 5 Type := Scout
Entry 5 Planet Per Item := 0
Entry 5 Must Have At Least := 4
Entry 6 Type := Defense Ship
Entry 6 Planet Per Item := 80
Entry 6 Must Have At Least := 3
Entry 7 Type := Colonizer
Entry 7 Planet Per Item := 0
Entry 7 Must Have At Least := 2
~
~
Entry 15 Type := Colonizer
Entry 15 Planet Per Item := 0
Entry 15 Must Have At Least := 3
The Colonizer (entry #3 :=1), (entry #7 :=2 ) and (entry #15 :=3) does not add up to a total of 6 Colonizers to be built at any times in the explore state. And it will be rare for this AI, to build another, until there is less then 3 colonizers in the Air and that will be at (entry #15) in this way the Abbidon will not to put a burden on the Human Player at any point in the Proportions Opening Game Explore State that this Abbidon AI will participate.
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In the Abbidon illustration, the AI will want a First line defensive Weapons Platform (entry#1), followed by two Productive Shipyards (entry#2). Then the build of ONE Colonizer (entry#3) will be issued to the (HW Ship yard) at this point as set up by myself in v1.78 se4 Proportions Mod.
With the third BSY (entry #4) and four Scouts (entry #5) following this one Colonizer (entry#3), the Colonizers first Planet to Colonize has a high probability to be in the Home System allowing for some Quick Production or a Racial Facility to boast that Home System, primarily.
If this was the Case, the Colonizer did land in the Home System then another Colonizer for an existing total of ZERO, will be Issued for the next available BSY, (v1.78 se4) to fulfill the plan of ONE at this point in the Explore State, AI Game.
Now, three Defense ships (entry #6) will be built as the four Scouts (entry #5) are exploring nearby Systems. The 3 Defense ships WILL defend the Colony Built by the First Colonizer, and will also yield and maintain a boost in Happiness for this new Colony.
By the time, the next Planet to Colonize by the AI is found from the tasks of the pre built Scouts (entry #5). The Colonizer built, either by the; On Station or Replaced, Colonizer (entry #3) or the newly introduced second Colonizer (entry # 7) the expansion process is well under way, and can be Controlled with balance for all AI race types; whether Rock, Gas or Ice by the AI designer
Also, please refer to Proportions; Rock type, Cue Cappa...
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Note: Reference to v1.78 se4, is that the Priorities for the AI Home World, switch to the AI Unit Build File, may have changed in v1.84 se4, changing the initial Construction sequence of that Abbidon Spring 2002, Vehicle Build File.
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I believe multiple Type Ship and Base entries, if thought out and tested, is very effective in the process that Aaron Hall has made available to the AI designers 
[ June 17, 2003, 16:37: Message edited by: JLS ]
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