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  #1  
Old October 2nd, 2003, 03:22 PM
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Default Re: Question re AI Modding

JLS I have seen different AI building priorities:

First priority are facilities if there is space left on the colony. The facilities are chosen according to the colony type and the AI facility construction file.
Second priority is the AI vehicle construction file. Of course you can have units in this file too.
Last priority is the AI unit construction file.

For homeworlds the AI goes directly to the vehicle construction file because homeworlds are full with facilities at the beginning of the game. However for new colonies facilities are built first, which makes them very vulnerable. A human player would usually build first one or two weapon platforms if the colony is at risk for enemy attacks. As far as I have seen it, the AI does not do that.
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Old October 3rd, 2003, 02:43 AM
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Default Re: Question re AI Modding

Here's another question. during the process of a game does the game refer to the .txt files for info or are they read and 'loaded' into the game at start. In other words can I change the AI's behaviour half way through the game? (I want to create a scenario and will play all the empires in a game myself at the start but I want to make sure I can still modify thier behaviour later)
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  #3  
Old October 3rd, 2003, 03:04 AM
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Default Re: Question re AI Modding

I'm quite sure all the files are reloaded when you save, quit and reload.

I believe many of the AI files get reloaded each turn as well.

Editing the files can't change anything that's already set in stone, such as the racial traits chosen, of course. Turn-to-turn strategies and designs and economic plans are easily changed though.

[ October 03, 2003, 02:06: Message edited by: Suicide Junkie ]
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Old October 3rd, 2003, 09:20 AM
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Default Re: Question re AI Modding

The files are read again at the start of every turn, just like SJ said.
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  #5  
Old October 4th, 2003, 01:31 AM

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Default Re: Question re AI Modding

Originally posted by Q:

Quote:
First priority are facilities if there is space left on the colony. The facilities are chosen according to the colony type and the AI facility construction file.
Agreed
My preference for the New Systems first Colony would be a Resupply Depot as the first for an AI.
- -

Quote:
Second priority is the AI vehicle construction file. Of course you can have units in this file too.
Agreed.
In addition, with the Vehicles Construction file there is also a protocol of rules to be followed by the AI Players. Please refer to reference.

Even an early introduction of just one Base Ship Yard after the initial Colonizer enty from the AI explore state, will increase the AI’s efficiency in all areas for the AI build sequences

In many cases, units from the Vehicles file will be built at the Home World.

= = =

Then followed by the AI Player to consider its 'RACE'_AI_Construction_Units File

On each turn, this file will be processed (if it exists), as a Default in the AI folder but better IMO is in the actual Race Folders and taylored for that race; as well

Units will be added
to all planetary construction queues which:
1. Are not currently busy.
2. Those planets which have reached maximum facilities.
3. The amount consumed per turn won't reduce the empire's resources to zero.

Note: If there are units listed in the AI_Construction_Vehicles.txt file, they
will be constructed normally. As per Vehicales File build Rules.
- - - -

Quote:
Last priority is the AI unit construction file.

For homeworlds the AI goes directly to the vehicle construction file because homeworlds are full with facilities at the beginning of the game. However for new colonies facilities are built first, which makes them very vulnerable. A human player would usually build first one or two weapon platforms if the colony is at risk for enemy attacks. As far as I have seen it, the AI does not do that.
Agreed, with Units at the lead of both the Vehicle and the Unit file the Home World will receive some early protection on the opening few turns of the game.

I also agree that Colonies do not get rush units at defalt files, se4 v1.84 usually directs the Colonies to build a Facility first, then at some point it gets around to building units.

However, if we manipulate that AI's Facility file to exclude Facilities to be built in AI STATE Defend (Short Term); this may prioritize the Unit File for that AI when he is in that state to RUSH build Units for a Colonies Protection, however this may set the AI back if he requires Resources and is for ever reverting back to that excluded state.
Also to consider at the current default and with a slower unit production; domed Colonies may be insured quality unit later in the game. Just some fuel for thought

= = = = = =

Reference

_AI_Construction_Vehicles File
Rules:
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 in the queue is selected, and evaluated.
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.

~

_AI_Construction_Facilities File
AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term), Not Connected
Construction Queue Type := Mining Colony
Num Queue Entries := 14
Facility 1 Ability := Supply Generation
Facility 1 Amount := 1

~

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 (I would recommend as Entry 1)
Entry 2 Planet Per Item := 0
Entry 2 Must Have At Least := 2


~

se4's SAMPLE Default_AI_Construction_Units
Percentage of Resources To Reserve For Unit Construction := 10 (This may be raised a little for some extra early game units)

Colony Type := Homeworld
Num Queue Entries := 5
Entry 1 Type := Troop
Entry 1 Maximum in kT := 200
Entry 2 Type := Weapon Platform
Entry 2 Maximum in kT := 600
Entry 3 Type := Fighter
Entry 3 Maximum in kT := 200
Entry 4 Type := Weapon Platform
Entry 4 Maximum in kT := 1200
Entry 5 Type := Fighter
Entry 5 Maximum in kT := 65000

[ October 03, 2003, 22:26: Message edited by: JLS ]
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  #6  
Old October 4th, 2003, 01:54 AM

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Default Re: Question re AI Modding

Quote:
Originally posted by DavidG:
Here's another question. during the process of a game does the game refer to the .txt files for info or are they read and 'loaded' into the game at start. In other words can I change the AI's behaviour half way through the game? (I want to create a scenario and will play all the empires in a game myself at the start but I want to make sure I can still modify thier behaviour later)
I usely restart the se4 from desk top as this helps to ensure I have not just inroduced an error after a change.
Then reload the the saved game from there

[ October 03, 2003, 12:55: Message edited by: JLS ]
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With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #7  
Old October 7th, 2003, 03:17 PM
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Default Re: Question re AI Modding

Quote:
Originally posted by JLS:
[QB] Agreed, with Units at the lead of both the Vehicle and the Unit file the Home World will receive some early protection on the opening few turns of the game.

I also agree that Colonies do not get rush units at defalt files, se4 v1.84 usually directs the Colonies to build a Facility first, then at some point it gets around to building units.

However, if we manipulate that AI's Facility file to exclude Facilities to be built in AI STATE Defend (Short Term); this may prioritize the Unit File for that AI when he is in that state to RUSH build Units for a Colonies Protection, however this may set the AI back if he requires Resources and is for ever reverting back to that excluded state.
Also to consider at the current default and with a slower unit production; domed Colonies may be insured quality unit later in the game. Just some fuel for thought

= = = = = =

Reference
How will deleteing AI STATE Defend (Short Term) from the facility files colony types help the AI build more units, is more to this and can you expand on your theory.
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