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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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Location: Tampa, FL USA
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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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January 16th, 2001, 07:39 PM
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Captain
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Location: USA
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Re: Note from MM - AI MODDERS MUST READ THIS
Besides memory, the AI needs to have at least one turn of forethought. (Even the stupidest chess program has this.) The AI needs to look at known enemy forces (at least forces in the same quadrant) and ask itself, "What would I do next turn, if I were him?" And then it ought to base its moves on that. Also, at present it perhaps is seeking to maximize its score. (At least I hope it is!) In addition, however, it needs to seek to lower enemy scores (e.g., by destroying undefended enemy colonies). At present, it has been observed to leave enemy colonies unmolested if it hasn't claimed the system, even when it is at war with that player. (Maybe the AI ships didn't have supplies or were desperately needed elsewhere. But I doubt it.)
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Give me a scenario editor, or give me death! Pretty please???
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January 16th, 2001, 07:39 PM
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Sergeant
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Join Date: Dec 2000
Location: Fairfield, Iowa
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Re: Note from MM - AI MODDERS MUST READ THIS
quote: inconsequence and lack of force concentration ARE the main things everybody is complaining about. I mean, all the AI's logistic errors hurt them, but these are what makes them victims instead of adversaries
My biggest complaint is that war with the AI is always to the death. There is no "limited conflict." It is just like in Civilization where you get into a war in 2000 B.C. and when it rolls around to A.D. 1790 you're still in that same Da$#$% war with that same player. Who the hell ever heard of a 4,000 year war?!?! Why is this the exact model used by every single strategy game ever made? When the AI declares war it should have clearly defined goals. Drop them into a temporary text file or something. Things like, "Capture planets x, y, and z; and kill all Drushocks ships in system A." When the goals are met, it offers a non-aggression treaty. Similarly, it should have clearly defined, "Well, I lost this one" settings. Something like, "If I've lost 2 entire systems and not defeated a single of my enemy's fleets... Then offer protectorate status or tribute plus non-interaction treaty."
Secondarily, I'd like to see a setting where the AI doesn't just get angry, but gets submissive. After a point, the AI should get afraid of you, not just angry at you. It should actively seek out allies before attacking you suicidally.
Easy and very important: The AI should get cumulatively less likely to declare war the more wars it is already involved in. So it should be way, way less likely to declare war on a third empire if it is already at war with two. When it begins losing battles, it should start getting out of the multi-front wars and try to concentrate on killing the weakest of its enemies.
There needs to be some way to get the AI to give up a claim on a system. Right now once they claim something, they never give up trying to get it.
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Compete in the Space Empires IV World Championship at www.twingalaxies.com.
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