.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 December 6th, 2000, 07:13 PM

Talenn Talenn is offline
Sergeant
 
Join Date: Nov 2000
Posts: 273
Thanks: 0
Thanked 0 Times in 0 Posts
Talenn is on a distinguished road
Default Re: New ShipDesign Mod

[K126]Mephisto:

Ok, I gave it a try and compared to some of my own mods. Here are a couple of things that I noticed:

1) As you observed, the Research file doesnt work well. Putting all the colony techs at the top simply chokes the AI's research so it essentially does nothing. Maybe in a large game with a ton of starting points this is OK, but for a more 'default' start, it kills the AI.

2) The number of colony ships the AI builds is extremely small with the current build order. I think its set for too many warships before the AI gets to colony ships. Its resources are all tied up in the maintenance on the warships and it rarely completes the colony ships. Also, it tends to scrap the warships on a regular basis and rebuild them which I assume is something to do with the maintenance routines and running low on funds. Again, this may not be a problem with the 'larger' starts, but is fatal in the 'one planet, low resource' starts.

Note that this is all fomr tests of your 1.00 mod. I havent tried the one listed here yet. If I get time, I will give it a go. Note also that the AI was on 'Hard level, no bonus' as that will impact how it implements your build plans.

More later as time permits.

Talenn
Reply With Quote
  #2  
Old December 7th, 2000, 01:04 AM
Mephisto's Avatar

Mephisto Mephisto is offline
Brigadier General
 
Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
Thanks: 0
Thanked 0 Times in 0 Posts
Mephisto is on a distinguished road
Default Re: New ShipDesign Mod

Hi Talenn,
thanks for the feedback.

1.) I thought the research list was only a list telling the AI WHAT to research, not in which order. But obviously the file also tells the AI in which order the research should be done. I have returned to the default research files.

2.) You might be right about the colony ships. My problem is to tell in which mode the AI cruenntly is in. There does not seem to be a colonization mode, the exploration mode is - as it seems - seldom used by the AI. In the end I have returned to the default AI files.

3.) I have concentrated on modifying the ship files and I think they work fine. But there remains the problem of some research areas the AI will not touch. As the patch seems to be quite close I will not modify anything but the ship files for the near future.
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
Reply With Quote
  #3  
Old December 7th, 2000, 01:33 AM

Talenn Talenn is offline
Sergeant
 
Join Date: Nov 2000
Posts: 273
Thanks: 0
Thanked 0 Times in 0 Posts
Talenn is on a distinguished road
Default Re: New ShipDesign Mod

[K126]Mephisto:

Sure, I'm happy to give feedback. I think the best way for us to improve the game is to experiment and compare notes.

I've had moderate success with tweaking the AI files. A good learning tool is to start a game and then set all the Ministers to 'On' and let it run your empire while you watch what it does. That's how I caught the 'perpetual scrapping' of the ships.

I have inserted additional ship types into its build order and have seen them be used. It doesnt always 'Fleet up' its ships so the concept of a combined arms fleet goes out the window, but at least it will vary its ship types which, in turn, makes it less predictable. For example, the stock Terrans are missile-happy. Once you play them a bit, you realize that all you need are handful of PD ships and they are powerless.

My 'modified Terrans' have 3 different primary combatants, one that is Missile heavy, one that is Gun heavy and one more balanced but with additional PD weapons. This has made them far more difficult for players to overcome. The PLAYER must react and build multiple ship types. Its made the AI SEEM more alive and reactive. If the same were to be done with all the races (but its VERY time consuming), I think the AI would come off far better in combat than it does now.

I've also experimented with having the AI build some smaller classes of ships even late in the game as 'escorts' for the main fleet. It does fairly well with this too and the addition of the small hulls in the fleet help to defer the operating cost in maintenance. I've had the most success by having it research and build my new 'fast' Versions of the DD and CL hulls.

As far as research goes...there is quite a bit that can be tweaked safely in there as well. In some of the files, I've seen 'Physics' be researched and then none of the new tech areas it allows be researched until FAR down the queue. So, I've moved Physics down a bit to unclog its research early in the game. So far, no problems with it. There are a number of other tweaks I've made in that regard as well.

There is a lot that I think we can do, but its just going to take a while to sort out what works and what doesnt. But I'm slowly but surely learning the ins and outs of what we can manipulate in this game.

Talenn
Reply With Quote
  #4  
Old December 7th, 2000, 01:51 AM
Tampa_Gamer's Avatar

Tampa_Gamer Tampa_Gamer is offline
Captain
 
Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
Thanks: 0
Thanked 0 Times in 0 Posts
Tampa_Gamer is on a distinguished road
Default Re: New ShipDesign Mod

Talenn - your hi-tech small hulls sound like a good way to get the AI to use smaller ships longer - you should post your files.

Mephisto - 3 Versions in less than 2 days!! I can't keep up with the downloads! j/k

I am glad to see other people trying hard with the AI as well.

Unfortunately, I keep trying to find time to post a new Version of my mod - but I am in the middle of an 75+ hour work week and I am supposed to attend my wife's family reunion in Disney this weekend. . .I guess the bright side is that when I emerge from this hiatus, perhaps the new patch will be out!

[This message has been edited by Tampa_Gamer (edited 07 December 2000).]
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
Reply With Quote
  #5  
Old December 7th, 2000, 03:10 AM

Talenn Talenn is offline
Sergeant
 
Join Date: Nov 2000
Posts: 273
Thanks: 0
Thanked 0 Times in 0 Posts
Talenn is on a distinguished road
Default Re: New ShipDesign Mod

Tampa_Gamer:

Actually, my set is VERY interdependant. I have tweaked costs and ranges and whatnot for a LOT of items. This caused me to go in to the AI files and tweak them so that it could respond to my changes. It works, but it is pretty much a package deal. Many items only seem to make sense when taken as a whole.

I've tweaked the weapons so that there is more trade-off. Some weapons are now more or less accurate than others. Armor and Shields both have a point and one does not obsolete the other. Propulsion research allows more efficient engines in terms of cost and range. Construction of Facilities require more Organics and Radioactives than before. Many other things have been tweaked as well and I wasnt as careful as you about documenting all my changes...I just sort of went in and did 'em as I saw the need.

So, I think for anyone to really use my changes, they would almost have to want to play with my entire Data Set including AI adjustments and whatnot. I just figured that that might be too radical of a change for most people at this point, but I would consider compiling it all up if folks wanted to see it.

Talenn
Reply With Quote
  #6  
Old December 7th, 2000, 11:05 AM
Mephisto's Avatar

Mephisto Mephisto is offline
Brigadier General
 
Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
Thanks: 0
Thanked 0 Times in 0 Posts
Mephisto is on a distinguished road
Default Re: New ShipDesign Mod

I followed 2 ideas while modifing the AI:

1.) Only touch one thing a time so you can watch the result.

2.) Don't touch the game balance as malfador and the betas have spent a lot of time finding the current one.

I wish I was a beta tester or had entry to that forum. It is a bit disappointing to do all the changes only to be offset by the next patch. I would like to help Aaron with the design files but I doubt he will give such a important part of the game out of his hands. For this matter, we 3 could form a outdorr Ai creation team
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
Reply With Quote
  #7  
Old December 7th, 2000, 12:50 PM
Jubala's Avatar

Jubala Jubala is offline
Second Lieutenant
 
Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
Posts: 504
Thanks: 0
Thanked 0 Times in 0 Posts
Jubala is on a distinguished road
Default Re: New ShipDesign Mod

Talenn, I would like to see your files. They sound interesting to say the least.
__________________
You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
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 04:03 PM.


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