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  #1  
Old June 23rd, 2003, 10:05 PM
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Rollo Rollo is offline
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Default Re: My AI Design Q&A

Quote:
Originally posted by JLS:
quote:
Originally posted by Rollo:

5) everything else - don't bother with this queue too much. Other AI states than the ones already covered are very rare.

Hope this helps,
Rollo
I do not under stand, Rollo, What other AI state Changes are you referring to, and what event or other, would make it very rare?
I am referring to the AI states that were not covered in queues 1) - 4). Namely: Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Long Term). I have seen the AI very rarely (if ever) in these states. When I say rare I mean less than 5%.

Defend (Short Term) is the dominant AI state. Infrastructure is second. Occasionally the AI goes to 'Prepare for Attack' and 'Attack' after that.

Rollo

[ June 23, 2003, 21:08: Message edited by: Rollo ]
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Old June 23rd, 2003, 10:56 PM

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Default Re: My AI Design Q&A

Quote:
Originally posted by Rollo:
quote:
Originally posted by JLS:
quote:
Originally posted by Rollo:

5) everything else - don't bother with this queue too much. Other AI states than the ones already covered are very rare.

Hope this helps,
Rollo
I do not under stand, Rollo, What other AI state Changes are you referring to, and what event or other, would make it very rare?
I am referring to the AI states that were not covered in queues 1) - 4). Namely: Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Long Term). I have seen the AI very rarely (if ever) in these states. When I say rare I mean less than 5%.

Defend (Short Term) is the dominant AI state. Infrastructure is second. Occasionally the AI goes to 'Prepare for Attack' and 'Attack' after that.

Rollo

Rollo,
What Vehicle Construction File of your design, would you suggest be referenced, as it involves the less dominate AI states. Namely: Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Long Term).
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Old June 23rd, 2003, 10:56 PM

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Default Re: My AI Design Q&A

I have TDM (AI CONSTRUCTION VEHICLES DATA FILE - Cue Cappa)

Rollo,
Would this be your design to reference?

[ June 23, 2003, 22:32: Message edited by: JLS ]
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Old June 23rd, 2003, 11:58 PM
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Default Re: My AI Design Q&A

Well, the Cue Cappa are a rather old AI. I think the best reference of my design would newer designs like the TDM United Flora or any of the newer Devnull Mod AI (United Flora, Sonne, Xi'Chung, Ukratal).
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Old June 24th, 2003, 12:04 AM

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Default Re: My AI Design Q&A

Thanks, Rollo
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Old June 24th, 2003, 12:21 AM
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Default Re: My AI Design Q&A

Quote:
Originally posted by Rollo:
I would suggest the following groupings:
1) Exploration

2) Infrastructure, Defend (Short Term) - this is your main game plan. Depending on the plan for your AI you could include Exploration as well. I have done that a couple of times lately.

3) Prepare for Attack, Attack - I use this mainly to churn out warships and with higher priority for troops and transports. But it really depends on the overall strategy of your AI what you do here exactly. High priority for fighters, carriers and fleet support ships also work good here as well as building more mine sweepers. Like I said, it mainly depends on the AI game plan.

4) Not Connected - Besides from the obvious Open Warp Point ship also make one Create Planet ship.

5) everything else - don't bother with this queue too much. Other AI states than the ones already covered are very rare.

Hope this helps,
Rollo
I had noticed this pattern in your UF, Vikings, and Cue Cappa. Thanks for interpreting it and telling me the logic behind it.

I was going to separate Defend (Short Term) from Infrastructure because the former implies a slight to moderate enemy presence while the later implies relative peace. When I actually get down to the details though, the queues might be similar enough to merge.

Also, I think JLS makes a good point about needing a few extra colony ships fast for the brief period you are in the Secure Holdings after Attack. Although it's a rare state, it only takes a minor effort to copy the attack queue and move colonization up in priority and location. (Feel like I need to thank gandalph again for giving me the link to renumber.exe, what a time saver).
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Old June 24th, 2003, 12:36 AM
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Default Re: My AI Design Q&A

Quote:
Originally posted by JLS:
More fuel for thought
AI State := Secure Holdings After Attack, Incursion

The interesting aspect of the default combined AI strategic state of Secure Holdings After Attack and Incursion, is that in in both these States, your AI will immediately MUSTER ships that are already available, to include the ships that are already nearby for your AI to direct towards that TARGETED system.
All in the same while, your AIs Ship Yards are cranking out the needed support ships and replacements for either mission, and if you really think about it. Both missions require the exact same needs .
Could you elaborate on this, JLS? As I understand it now, the Secure state is to move into a conquered AI system, take hold and make it your own. Hopefully the AI is also priming for another prepare/attack/secure sequence of events. As such I was thinking of a queue similar to the attack states, but with a little bit more colonization.

The incursion state I thought was like a minor harrasment of the enemy. I grouped this with the more aggressive attack states because if I have the power to harass, I want to build up the power to attack. Hopefully more force will enable the AI to go through an attack instead of just an incursion. However, does a switch to incursion occur when I want to flood and co-colonize an enemy system? Only then can I see it being so similar to the Secure State, but again I would probably prefer to attack it if possible.
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