
June 13th, 2003, 11:02 PM
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Corporal
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Join Date: May 2003
Location: SF Bay Area, CA
Posts: 145
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Re: My AI Design Q&A
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Originally posted by JLS:
Cybersol, if you have time can you check.
The engines entry may need to be adjusted but the design should work for your TDM AI.
Name := Mine Layer
Design Type := Mine Layer
Vehicle Type := Ship
Default Strategy := Don't Get Hurt
Size Minimum Tonnage := 290
Size Maximum Tonnage := 310
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Lay Mines
Minimum Speed := 3
Desired Speed := 9
Majority Weapon Family Pick 1 := 0
Majority Weapon Family Pick 2 := 0
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 0
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 0
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 10000
Majority Comp Ability := Cargo Storage
Secondary Comp Spaces Per One := 0
Secondary Comp Ability :=
Num Misc Abilities := 3
Misc Ability 1 Name := Solar Supply Generation
Misc Ability 1 Spaces Per One := 10000
Misc Ability 2 Name := Supply Storage
Misc Ability 2 Spaces Per One := 90
Misc Ability 3 Name := Lay Mines
Misc Ability 3 Spaces Per One := 10
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I tried it, and as expected this results in a ship with 9 cargo storage and 1 mine layer components. I recommonend at least changing the "Majority Comp Spaces Per One := 10000" to "Majority Comp Spaces Per One := 0", since this will at least give you only 8 cargo storage. Then you can fit one of those supply storage components.
Now start up a game with yourself in command, create a ship design with a small transport hull. Fill with command and control and engines. The "50% of spaces must be used for cargo containers" warning won't let you create the design yet. No add only five mine layer components. The warning disappears, you can create the design now.
Now try to get your AI to build that same ship. As far as I can tell it is impossible.
Quote:
Originally posted by JLS:
Cybersol, By the way in the Scenarios; will AI Player (1) Mine Sweepers or ships (:=True) move on to Player (3) minefields.
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Well, you certainly are persistent. I still don't know because I don't have the time to set up this particular test. I am currently testing all the other stuff that needs testing to get a new AI working well. If you are really interested in the best possible answer, set up the test (should take less than an hour).
But if I had to hazard a guess based on what I know now. The AI would sign a treaty with player 2, but since the minefield was already marked I doubt the hardcode is able to figure out that the minefield belongs to player 2, and I just signed a treaty with player 2, so the minefield is no longer a threat (If the hardcode does recognize this then that is awesome). Let us assume it does not recognize it and ships don't move through minefields = true. All ships will avoid the marked minefield except the "mine sweeper" design type ships. These will actively seek out the marked minefield. After entering the square with the marked minefield, the first "mine sweeper" type ship will not die because the treaty is in effect and thus the minefield is not actually harmful. The fact that the ship lived must mean there is not minefield here, so the AI will clear the marked minefield. The minesweepers will start seeking out the next marked minefield, which in this case belongs to player 3.
Now if ships don't move through minefields = false, then the minesweepers behave the same, but all the other ships ignore marked minefields. For the player 2 minefield this means a scout ship or attack fleet could move through the marked minefield and survive, causing it to become unmarked. Potentialy wwitching the minesweepers to focus on the player 3 marked minefield faster. But, for the player 3 minefield, your scouts and attack fleets will move through it like it is not there, but they will die a horrible death.
[ June 13, 2003, 22:21: Message edited by: cybersol ]
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