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  #1  
Old October 1st, 2003, 02:18 PM

JLS JLS is offline
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Default Re: Question re AI Modding

Originally posted by DavidG:
Quote:
so what is the "_Construction_Units.txt" file for? (i noticed not all races have this file. is it obsolete? )
The AI player will be most efficient if it has its own tailored AI files and ALL Construction Files to include UNIT file located in its Race Folder.
- - - -

Quote:
Also do you know how the AI decides wether to build a facility or Vehicle/unit?
se4 v1.84

For its protecton, the AI Homeworld will build UNITS first as per the Unit Construction file at the opening few turns of the new game. So a few WPs and or many Proportions type Infantry is a good start in the AI Unit Construction Files

Then the AI's Homeworld switches to its Planet Ship Yard to build a few Ships until a BSY is built for its assistence; then it will go back and forth between Unit and Vehicle Construction (mostly Vehicle as the priority) until a Facility is lost by Combat or a possible Finite scrap and replace that facility as per the HW AI State in the Facility Construction File requirment.
~TIP~ NOTE: Units assigned to be built from the Vehicle Construction File are mostly built on your AI players Home World

New Colony for the New System: AI always build the Resupply Facility FIRST if instructed to do so for that colony in that AI state as per the Facility Construction File then may switch to a unit.
~TIP~ also note it may be recommended to place the Resupply Depot(Supply Generation) before the Spaceport in your Facility Construction file so the AI Player can refuel its ships to increase its defensive, exploration or offensive options sooner Please refer to below example.

New Colony in an already colonized System, one, more or all Resource facilities depending on its need for that resource then it will switch to a few units then go back and forth from there as needed. Other then a need for resources it will build the first Facility then switch to a Unit, as a unit is needed.

Colonies with Ship Yards; basily as above.
~TIP~ It may be best not to include to many resourse facilities for this Colony type, so it may remain focused on building ships and reserve the planet slots for System Support Facilities

Example and to recommend
SE4 _AI_Construction_Facilities

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 := Construction Yard
Num Queue Entries := #
Facility 1 Ability := Supply Generation
Facility 1 Amount := 1

Facility 2 Ability := Space Yard
Facility 2 Amount := 1

Facility 3 Ability := Spaceport (Prioritize after shipyard what Support facilities you want for your AI)
Facility 3 Amount := 1
Facility 4 Ability := Point Generation - Research (do you really need this here for example and to consider (System Point Generation Modifier - Research) may be a better choice)
Facility 4 Amount := 1
Facility 5 Ability := Ship Training
Facility 5 Amount := 1
Facility 6 Ability := Fleet Training
Facility 6 Amount := 1
Facility 7 Ability := "~"

[ October 01, 2003, 15:11: Message edited by: JLS ]
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  #2  
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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  #4  
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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  #6  
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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With or without all Warp points, Finite resources, same starts and Simultaneous movement


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  #7  
Old October 4th, 2003, 01:54 AM

JLS JLS is offline
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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


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