.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old April 21st, 2004, 02:27 PM

Yef Yef is offline
Corporal
 
Join Date: Mar 2004
Posts: 155
Thanks: 0
Thanked 0 Times in 0 Posts
Yef is on a distinguished road
Default Re: AI Gurus: Facility Construction

Well, I've been playing Proportions and the AI is building Cultural centers in new colonies.
It appears to happen only with 2 AIs, the Dopplengangers and the Kaelons. My guess is that these 2 are not optimized for Proportions.

Any idea how can this be fixed?

And how can I make the AI colonize at a higher rate?
Some AIs, like the Drucks and the religious race (what's their name), never expand beyong their homeworld, that despite having a couple colony ships orbiting their Homeworlds doing nothing.
__________________
-----------------------------
-----------------------------
Reply With Quote
  #2  
Old April 21st, 2004, 09:53 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: AI Gurus: Facility Construction

You need to go into their Facility Construction files and changed the normal resource facility ability calls to whichever dummy abilities are given to the relevant resource facilities.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #3  
Old June 11th, 2004, 11:49 AM
psimancer's Avatar

psimancer psimancer is offline
Corporal
 
Join Date: Jun 2004
Location: texas
Posts: 159
Thanks: 0
Thanked 0 Times in 0 Posts
psimancer is on a distinguished road
Default Re: AI Gurus: Facility Construction

ya'll seem knowledgable here's a 2 question bit of fun

1. 15 searches and no specifics on modding the ai facilities file specifically ehat the heck are these states and how are they determined

2 what is the facilities line needed to get a ai to make monolith facilities a standard facilitie in se4 gold 190 (my first burning questionhehe)

why well i intend to define a race to play as closely to my style as possible in automatic thus allowing me to use ministers who have been effectivly "trained" to do what i want them to

eventually i'l need to figure out how to efffect the darn pop minister too
__________________
Laaanndd!!!! ---lex luthor
se4 code
L+++ GDY $!+ Fr! C+++ SDS T+hot SF* TCP A&++ M++lrn Mp* RO!V Pw++ Fq Nd** RP+ G++ Au Mm+
Reply With Quote
  #4  
Old June 12th, 2004, 01:12 AM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: AI Gurus: Facility Construction

Quote:
Originally posted by Imperator Fyron:
In Adamant Mod, I have HW facilities that produce all resources and are not supposed to be built anywhere. But, the AI builds them everywhere.
With v1.91 - I am not sure how well the AI will respect the Tags or the ("bogus abilities") when the worlds and facilities are placed. If tags are boss - then I would expect little change in the all tech game starts; as you can see, there can be much HW change with that start option

The AI will decide for itself what facility starts, depending on: In-hand Starting techs, total facility Resource Generation, Research facility Generation, then Intel, etc.
Then you must organize your Facilities within the file, to get the desired outcome.

= = = =

For AI Construction after its game has started

The key is: not to ask the AI to construct by an ability from within the AI Construction file - that has the ability on any other Facility that would have a greater yeild, then the Facility you want built. Otherwise, you must use the Tags and with tags, the position within the file still may be of issue.

If abilities are equal, for example: (stop close warp) and if so, then position within the file - is everything.

This will take much time and patience

JLS

[ June 11, 2004, 16:27: Message edited by: JLS ]
__________________
>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
Reply With Quote
  #5  
Old June 11th, 2004, 02:34 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: AI Gurus: Facility Construction

Originally posted by Yef:
Quote:
Well, I've been playing Proportions and the AI is building Cultural centers in new colonies.
It appears to happen only with 2 AIs, the Dopplengangers and the Kaelons. My guess is that these 2 are not optimized for Proportions.

Any idea how can this be fixed?
They need to use ("bogus abilities") only in their Construction file that is with-in that AI Folder.
Refer to the Proportions: Abbidon and the Krill AI Construction files, for a guide.

- -
Quote:
And how can I make the AI colonize at a higher rate?
Some AIs, like the Drucks and the religious race (what's their name), never expand beyong their homeworld, that despite having a couple colony ships orbiting their Homeworlds doing nothing.
Several well fueled AI Scout designs and a quick (Supply Generation) Facility built for a new systems first Colony - is key towards the consistent early AI expansion...

If that new System only has one colonizable moon or one gas planet, etc. It is a MUST for that new AI Colony to have a Resupply Depot

= = =

You may adjust the Colonizer Calls thru that AI's Vehicles Construction File; However, you need to be mindful of the (present and future) maintenance costs:

Entry # Type := Colonizer
Entry # Planet Per Item := A (little) less %
Entry # Must Have At Least := A (few) more
- - -
Or you may add more calls, latter in the AI modes of the Vehicles Construction File - to ensure a Colonizer may replace the one that lands .

Redundent Calls:
Entry # Type := Colonizer
Entry # Planet Per Item := 0
Entry # Must Have At Least := 1 (or 2)

= = =

Also to caution:
Not usually an early game issue. Any surplus ship over a Planet and with empty cargo space - may fill up or crowd that ship with unwanted units

Automatic Colonization Population := 1
Will help this. However, this setting of =:1 does have its draw backs.

Modding your design for a (Much) larger Colonizer Cargo hold - will also aid the AI and this may be best in the overall.

[ June 11, 2004, 16:10: Message edited by: JLS ]
__________________
&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
Reply With Quote
  #6  
Old June 13th, 2004, 01:25 AM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: AI Gurus: Facility Construction

Originally posted by psimancer:
a 2 question bit of fun

Quote:
1. 15 searches and no specifics on modding the ai facilities file specifically ehat the heck are these states and how are they determined
A long post with explanation with possible applications of AI State strategic modes can be done and has been done; however, it may be best - if you have any specific questions we would be happy to address them.

= = = = =

My 2 Cents for your 2 bits

In regards to Facilities: There are a few AI state approaches; However, it may be best to leave this to the default - as it will best cover all contingencies.

You can certainly have fun with AI States in the Research files

- - -
Vehicle Construction:

If the AI’s Design File is set up with ascending Ship displacements (or not, as in stock se4) And specifically called from the Vehicle Construction under (ONE) Name = ATTACK Then the way the Xiati AI files in the latest TDM is the absolute best review for you, Mephisto’s file ensures a Great AI economy and is able to churn the Combat ships out in any mode.
Consider this, with stock se4 - if left to the sole device for the AI to defend itself, when in an AI Defensive State - then it would wait a long time in the late game when the AI must build the latest design displacement and that could be huge and time consuming for any Player, although the v1.91 se4 AI (planet construction yard bonus) will expedite this construction, proportional to its AI bonus that was set at the onset of your game and TDM has its AI use this to its fullest advantage…


With respect to the AI design and AI State Construction in Proportions. PvKs doctrine and teachings to me - was a micro managed approach for the AI, that would use designs of varying displacements. PvK’s philosophy is such: that the AI can make a great many of the smaller displaced ships and {soon}, with combined large and followed then by even a larger displacement - to oust any Player from that AI contested System {{ASAP}} - when that AI is forced into a Short Term that very well may carry that AI into the long term AI State Defensive strategic Mode.

Both above V-Construction approaches, as with many others - are needed and it will depend on the MODS structure and its doctrines and/or whether a designs stays to stock se4 perimeters and then makes the best of all situations as TDM does accomplish - when playing with stock se4.

- - -


Quote:
2 what is the facilities line needed to get a ai to make monolith facilities a standard facilitie in se4 gold 190 (my first burning questionhehe)
When a high level of Stellar Manipulation is achieved by the AI and if that AI decides, that the monolith facilities Resources will yield the best for what was required in its specific Resource Generation call - that AI will build a Monolith facility.

However, it may be best to reach a higher level of research in (extraction) FIRST within your AI's research file - as this will save the AI time and expense to build a much needed Resource facility, would you not agree?

[ June 13, 2004, 02:10: Message edited by: JLS ]
__________________
&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
Reply With Quote
  #7  
Old June 13th, 2004, 06:27 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: AI Gurus: Facility Construction

Regarding the AI ship building in Proportions, what JLS said is generally right, though some races have some different specific variations.

I'd also add that the theory is that it's difficult to know whent he AI will run out of resources, and so by building up small and inexpensive ships as first priority, and working up the size scale, taking other necessary ships on a priority basis, it should scale its fleet to its budget, and as JLS said, achieve what it can, as soon as possible.

In practice, it may not do so well, due to specific situations. So it takes a lot of work, and ultimately, some AI bonuses, to get the AI to be competetive. The amount of time and energy required exceeded my enthusiasm level.

JLS had a LOT more time, energy, and enthusiasm than I did, for tweaking the AI to do interesting and competetive things. I was more interested in human vs. human play, and didn't want changes to components and facilities to impact the human options. Hence the great AI challenge in AIC mod.

PvK

P.S. Also note that the shipbuilding strategy mentioned only really applies to a mod with economics and ship balance like Proportions or AIC (where resources are important to ration, and small ships are fairly efficient and offer economic and practical advantages over, and synergy with, bigger ships), and not to the unmodded game (where colonies give enormous profits very quickly, and where big warships are almost always best AND more efficient, by a long shot).

[ June 13, 2004, 17:36: Message edited by: PvK ]
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:59 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.