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March 16th, 2001, 12:34 AM
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Captain
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Re: One reason for strange AI attack behavior
quote: Originally posted by raynor:
Could you please run a test for me? Try placing an enemy ship in a warp point between your fleet heading back to resupply and the closest resupply depot. I'm curious if the Resupply Minister is smart enough to engage and destroy the enemy ship enroute to resupply? It seems possible that the Resupply Minister may try to avoid combat enroute to the Resupply Depot.
If I can set up the circumstances properly, I will give it a shot. Finding a fleet that is returning for resupply and interposing a hostile ship may be tricky to set up. I will look for the opportunity, though.
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Ursoids of the Galaxy, unite!
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March 16th, 2001, 12:40 AM
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Captain
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Re: One reason for strange AI attack behavior
quote: Originally posted by Baron Munchausen:
Well, this makes an interesting problem. If you set the supply warning level higher for YOU, the human player, you get better warning that your ships are low on supply and are more able to avoid stranding ships. But then the AI gets confused and keeps recalling fleets before they can attack. If you set it low so the AI doesn't get schizoid you might lose track of your supply status and strand a ship or even a fleet beyond resupply range... Could we have seperate resupply warning levels for human and AI players?
[This message has been edited by Baron Munchausen (edited 15 March 2001).]
Even with seperate warning levels, you could run into problems with the AI because it might start stranding ships when it is not in a position to take over a system. Perhaps there needs to be a "Occupy System" command that would cause ships to not leave the system for resupply, and would cause a colonizer to be dispatched to a planet in the system after the enemy has been removed. Of course, there are probably all kinds of holes in that idea, as well.
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My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)
Ursoids of the Galaxy, unite!
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March 16th, 2001, 01:08 AM
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Captain
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Re: One reason for strange AI attack behavior
I have seen them pull back right before attacking my world's but I have also seen them park ships nose to nose with my ships to the point were they run out of supplies and then the ships seem to be stranded.
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March 16th, 2001, 01:45 AM
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Second Lieutenant
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Re: One reason for strange AI attack behavior
Where do you adjust the supply level that the Minister look for?
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March 16th, 2001, 11:23 AM
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Major General
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Re: One reason for strange AI attack behavior
quote: I watched my race put together a fleet of 18 ships to attack another AI it was at war with. They moved through a couple of systems, got to the target system, and were within a couple of sectors of a key planet. Then the resupply minister kicked in and decided that all those ships needed to go back to the nearest resupply point.
I've seen this even with my own race (normal player race, not AI-takeover) .. I grouped some 4 Colony Ships with an Long-Range-Explorer (lots of panels for fuel), and send them out to an unoccupied system 5 or 6 "jumps" away .. they kept returning to my nearest res.point and never reached their destination.
Interesting about this is - I had "resupply minister" on, but none of these ships actually had it's minister control turned on.
Arralen
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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March 16th, 2001, 11:30 AM
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Sergeant
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Re: One reason for strange AI attack behavior
quote: Originally posted by Arralen:
Interesting about this is - I had "resupply minister" on, but none of these ships actually had it's minister control turned on.
Arralen
Well according to the docs the resupply minister is a global one so you don't need to give the AI direct control of the vehicle for the resupply minister to issue orders. Seems that way in my experience too. I sent an attack fleet to hit a far away enemy planet with a resupply depot, with the plan of landing troops and securing it for myself, refueling, and continuing on. The AI of course decided to send the fleet home before it reached its target.
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March 16th, 2001, 05:08 PM
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Re: One reason for strange AI attack behavior
Ok, now I observed another interesting quirk. This one is probably related to the situation raynor was asking about. I set up a one-on-one with the Earth Alliance to test some tweaks I was making to my AI. There happened to be a nebula system between the two empires, so it was interesting watching both sides and seeing ships passing each other without seeing each other. Then, my AI sent a satelite layer to drop a satelite on the warp point leading into the nebula system from my side. An EA destroyer popped through and destroyed my ship and the satellite it dropped, but it took moderate damage in the process. When my turn came around I watched one of my destroyers approach the warp point, and I was thinking, "Now you'll pay!" Unfortunately, I guess the destroyer was under orders sending it through the nebula to hit something on the other side, so it wouldn't attack the EA destroyer on the warp point. Instead, it did a little side-to-side dance in front of the warp point until it was out of movement points. The next turn, the EA destroyer disappeared back into the nebula system and escaped.
__________________
My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)
Ursoids of the Galaxy, unite!
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