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January 15th, 2001, 08:48 PM
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Second Lieutenant
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Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
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Re: Note from MM - AI MODDERS MUST READ THIS
You're right there Jowe01. And when the AI does realize it's forces are inferior and doesn't attack, don't stay right next to the superior enemy fleet to wait for reinforcements. Talk about your sitting duck. Go meet them! Jump into the next most important system in the line and wait there. Most players are reluctant to warp into enemy space without probing first.
Edit:
Force concentration should be done in safe areas, not at the front. Concentrate, then move to the front. Not the move to the front, concentrate. That way we just pick them off when they come walsing in as singletons or way to small fleets.
[This message has been edited by Jubala (edited 15 January 2001).]
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You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
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January 15th, 2001, 09:07 PM
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Second Lieutenant
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Re: Note from MM - AI MODDERS MUST READ THIS
Just remembered something that has always bothered me about the AI in tactical combat (and strategic). When it attacks one of my major worlds with several base space yards in orbit it doesn't destroy them although they are practically sitting ducks. It shoots at my ships until it can range on the planet and then it just forgets anything else is even there. It keeps shotting at the planet even long after all weapon platforms are gone and it can't shoot back while my remaining ships, sats and armed bases pound it's ships to scrap. It should realise what a heavy blow destroying my base space yards would be and do that! I do it all the time. It should also realise that it's getting killed by things that shoot (my ships) while it is shooting at something that isn't shooting back (my planet).
I also think that when it attacks a planet heavily defended with weapon platforms and it has no chance of destroying the platforms before it dies it should stay out of range and just blockade the place while waiting for backup. If the enemy comes with a stronger fleet before backup arrives, leave.
Oh, this isn't really AI oriented, but I would love a ship/fleet command called "Done" that removes that ship/fleet from the next/previous line (whatever) for those times when you want to leave it somewhere but there are enemies insystem so sentry doesn't work. A guard command would be good too so you don't have to click done every turn if it's a drawnout situation.
Conditional orders would be good too. You know, a bunch of "if this do that" and a catchall "else do this" for all situations not covered by the "if this do that" orders. That way we could give "Blockade until enemyfleet of strenght X or more arrives, the goto Y" kind of orders.
Back to AI issues. Um.. Don't have anymore at the moment.
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You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
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January 15th, 2001, 10:54 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: Note from MM - AI MODDERS MUST READ THIS
The behaviour you describe is a problem of the strategy.txt. I have changed this for the EA already but it does not work at the moment, only the default-file works. And I won't change this.
BTW: The "flag" weapon platform for targeting would be a real good idea and solve a bunch of problems with planets at once.
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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January 15th, 2001, 11:33 PM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: Note from MM - AI MODDERS MUST READ THIS
One of my suggested fixes to MM that was e-mailed Last month was to include a target priority in the strategy file called "weapon platform" (see #20 below) - we will see if it makes it in the next patch!
[This message has been edited by Tampa_Gamer (edited 15 January 2001).]
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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January 15th, 2001, 11:34 PM
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Lieutenant General
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Re: Note from MM - AI MODDERS MUST READ THIS
I am not 100% sure about this but I think that the game is not using Default_AI_Strategies.txt file located in 'AI' folder at all (maybe is a leftover from some older Version?). It is apparently using DefaultStrategies.txt in the 'data' folder. DefaultStrategies.txt seems to have more recent information inside (stuff like breaking formation flags, short weapons range etc.). I have also tried to remove Default_AI_Strategies.txt from 'AI' folder and the game was acting like nothing happened.
That is most likely the reason why we can't use race_AI_Strategies.txt for our mods - the game isn't using the default one.
[This message has been edited by Daynarr (edited 15 January 2001).]
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January 15th, 2001, 11:57 PM
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Captain
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Re: Note from MM - AI MODDERS MUST READ THIS
Daynarr - that makes sense. I put a few new strategies in there as well (defensive posture, special priority targeting, etc.) and none of it is working - even in the \data folder for the human player! Have you had any luck with the "human" strategy folder in the \data folder? I put some additional strategies in there as well, but having trouble getting them to function correctly.
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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January 16th, 2001, 01:02 AM
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Lieutenant General
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Re: Note from MM - AI MODDERS MUST READ THIS
quote: Have you had any luck with the "human" strategy folder in the \data folder? I put some additional strategies in there as well, but having trouble getting them to function correctly.
Nope, haven't touched that one yet. But I was planning to in the near future.
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