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  #1  
Old January 14th, 2001, 06:14 PM
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Mephisto Mephisto is offline
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Default Re: Note from MM - AI MODDERS MUST READ THIS

The Eee, ok. Just wanted to make sure it was not the EA.
Small wonder for the Eee. The maximum they build for fighters is 5 per planet and 1 carrier for 3 planets i.e. one carrier gets 15 fighters...
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  #2  
Old January 14th, 2001, 07:34 PM

HreDaak HreDaak is offline
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Default Re: Note from MM - AI MODDERS MUST READ THIS


XXX_AI_Constuction_Facilities.txt

Facility X Build only if Atmosphere NonBreathAble := True/False
- If the flag is set to True, then AI builds this facility only if the atmosphere is not breathable.

Facility X Scrap/Do not build this if Next Available := True/False
1. If set to True, AI will not build this building if the next building is available.
2. If set to True, AI will scrap this building when the next building becomes available.

- By saying 'next building' i mean ONLY the next building after the building having the Facility X
Scrap/Do not build this if Next Available set to True.
- In addition to these the message Atmosphere changed should cause the scrapping of all
facilities with the ability to change atmosphere on the planet in question
and the re-evaluation of that planets build list...

Example: (Mining Colony)

Facility 1 Ability := Spaceport
Facility 1 Amount := 1
Facility 1 Build only if Atmosphere NonBreathAble := True
Facility 1 Scrap/Do not build this if Next Available := True
Facility 2 Ability := Planet - Change Atmosphere
Facility 2 Amount := 1
Facility 2 Build only if Atmosphere NonBreathAble := True
Facility 2 Scrap/Do not build this if Next Available := False
Facility 3 Ability := Spaceport
Facility 3 Amount := 1
Facility 3 Build only if Atmosphere NonBreathAble := False
Facility 3 Scrap/Do not build this if Next Available := False

XXX_AI_PlanetTypes.txt

Minimum Planet Size for Type := Add options here for Ring/Sphere worlds
Maximum Planet Size for Type := Tiny/Small/Medium/Large/Huge(/Ring/Sphere)
Atmosphere breathable := True/False
- If this is set to true, then choose this planet type only if the atmosphere is breathable.

Change the way the value things function:
Min Mineral Value :=
Max Mineral Value :=
Min Organics Value :=
Max Organics Value :=
Min Radioactives Value :=
Max Radioactives Value :=

-If the planets resource percentages do not fullfill ALL these requirements then reject the planet type.

In Components.txt file separate the roman numeral into three values:

- First one is the value that will be displayed on the component icon. (I-XX or something)
- Second one is the value that calls for the ship design subroutine to be started. (True/False)
- Third one is the value that tells AI how good this component is in its family. (The bigger
the number the better the component, should help the AI in choosing which component to use in
its new designs)


XXX_AI_fleets.txt

Fleets Div X Amount of Names (the number of different Names in Div X) := (0 here means that the value is not used)
Fleets Div X Max Percentage Y 'Name' (Name is from the AI_DesignCreation.txt) := (0 here means that the value is not used)
- Y is the number of Name in Div X.
- AI should be able to add any Design Type to its fleets as long as the ships name is called
in the Fleets Div X Max Percentage Y 'Name'.
Fleets Div X Min Amount of Ships in Fleets := (this would be the minimum required amount
of ships in fleet so that the fleet would be ACTIVE.)

Some thoughts about fleet being ACTIVE (dont know if something like this is already implemented)

- ACTIVE means that it could be sent on ATTACK missions or whatever missions there are.
- If the fleet is INACTIVE it should not take any actions outside its own systems.
Infact it should immediately try to return back to AI's own system for regrouping.
Or it could try to merge with other AI fleets...
- INACTIVE fleet could operate normally in AI's own systems.
- INACTIVE fleets should never wonder outside AI's own systems voluntarily.

AI's own system? (some thoughts)

1 If AI has planets only in 1 system then this is automatically AI's own system?
2 AI has unblockaded spaceyard and resupply depot in this system?
3 there are no enemy ships in this system?
4 there is less enemyship tonnage in this system?
5 there are fewer enemy planets in this system?



Example:

Fleets Num Divisions := 2
Fleets Div 1 Max Amount of Ships := 20
Fleets Div 1 Max Amount of Planets := 0
Fleets Div 1 Num Fleets := 1
Fleets Div 1 Amount of Names := 3
Fleets Div 1 Max Percentage 1 Destroyer := 50
Fleets Div 1 Max Percentage 2 Carrier := 25
Fleets Div 1 Max Percentage 3 Mine Sweeper := 25
Fleets Div 1 Min Amount of Ships in Fleets := 5
Fleets Div 2 Max Amount of Ships := 50
Fleets Div 2 Max Amount of Planets := 0
Fleets Div 2 Num Fleets := 2
Fleets Div 2 Amount of Names := 2
Fleets Div 2 Max Percentage 1 Dreadnought := 75
Fleets Div 2 Max Percentage 2 Mine Sweeper := 25
Fleets Div 2 Min Amount of Ships in Fleets := 10

- AI should not obsolete ships based on the Design Type but the Name.
This would ofcourse require the use of Name in the calls for building
in XXX_AI_Construction_Vehicles.txt


XXX_AI_Construction_Vehicles.txt

Entry X Name (Name is from the AI_DesignCreation.txt)

This is the same request as in Jubala's post...


More comments about these thoughts are welcome...

[This message has been edited by HreDaak (edited 14 January 2001).]
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  #3  
Old January 14th, 2001, 08:08 PM

HreDaak HreDaak is offline
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Default Re: Note from MM - AI MODDERS MUST READ THIS

Should be 'Okay' again...


[This message has been edited by HreDaak (edited 14 January 2001).]
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  #4  
Old January 15th, 2001, 08:38 AM

Trachmyr Trachmyr is offline
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Default Re: Note from MM - AI MODDERS MUST READ THIS

One other thing, allow us to determine if stellar manipulation requires the ship to have movement left (at least for open/close worm hole)... that way we can make stargates, and doomsday bases(loaded with a star deystroyer... if I can't have this system, nobody can)
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  #5  
Old January 16th, 2001, 02:23 AM
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Default Re: Note from MM - AI MODDERS MUST READ THIS

Wow - jpinard, you have been busy over the weekend! Anyway, here is a list of AI concerns from my earlier post organized by subject area:

QUESTIONS/POSSIBLE BUGS

(1) [AI Strategy] There are currently two "Strategies" files - one in the \Data subdirectory and one in the \AI subdirectory. There are a number of additional strategies in the \Data file. Perhaps it would be easier to use one? Also, the AI will only use the default, even if you place a "[RaceName]_AI_Strategies.txt" in their particular \Pictures\Race subdirectory.

(2) [AI Design/Strategy] The Strategy "Kamikaze Attack" is not used by the design files, they make a call for the strategy "Ram" which is a movement strategy. However, even when I change the design to use "Kamikaze Attack" or other user-defined strategies, the AI always picks "Optimal Firing Range" - are these files broken?

(3) [AI Retrofit] If designs are the same and the "Retrofit Minister" is ordered to upgrade, the ship is caught in a loop until there actually is a "real" design change. I do not think the AI is using this ship while it is under the control of the "Retrofit Minister"

AI RELATED PROBLEMS WITH SOME SUGGESTED FIXES

(1) [AI Intel Projects] The AI needs a file similar to their research file, but for intelligence projects. This file would look to the same AI states and cycle through available AI projects BUT limit the number of simultaneous projects similar to the research file (i.e. 25, 33, 50, 100, etc.). This would result in (A) certain races using neutral, aggressive or defensive intel projects in line with their demeanor and (B) prevent the current problem of AI races having 12 projects at a time running!!!

(2) [AI Planet Types] The current file appears to rely upon a "relative" comparison. I have been trying to tweak this file for the past month with no luck. I realize you left it relative b/c the "Settings" file allows players to tweak the max/min resources for planets (but are people really tweaking this parameter?). However, the AI choices for planets are not as efficient as they could be (and frankly most of us cannot figure out how they make some of their choices). I would suggest fields for "static" comparisons so that if a planet is "Mineral 85%" (regardless of other resources) the AI player will logically make it a mineral planet (currently can only pick if 101 or greater). I think the majority of fans would gladly sacrifice the ability to tweak this particular Settings parameter in return for a much more efficient AI.

(3) [AI Construction Queues] Even if the AI has ample resources available, it does not fill up its construction queues for either planet facilities or vehicle construction - this results in considerable inefficiency. I often use the "Players" options to verify my modified AI files are functioning and for all empires this is true - most of the time they are completely empty. Perhaps when the AI construct files, it only executes a set number of entries at a time for its empire?

(4) [AI Diplomacy] Add a short distinct .wav file that plays when the button is pressed on the log file for a message from a particular race. I think this would be fairly easy to implement, but will go a long way to developing distinct personalities among races. You can put a placebo empty .wav file there for now until you have time to expand the music (the modders will fill in the music in no time for you!).

(5) [AI Diplomacy] Should be a penalty for asking for a treaty every turn. I know the xenophobic races have this built in, but even the Eee should be pissed-off if you ask for a treaty every turn for 20 turns!

(6) [AI Diplomacy] Players can promise to trade xx resources with a race, but actually not have that amount available to transfer when the turn executes. The race currently makes a decision based on the amount promised, not amount the will actually receive.

(7) [AI Diplomacy] Players should be penalized for ignoring any message (even if it is a general message, players should have to send a general message back). This would make diplomacy better.

(8) [AI Diplomacy] If I accept to break a treaty or declare war, have it automatically happen.

(9) [AI Diplomacy] If I promise to support in war, the AI should at least take a look and see if I have had a battle with the target race in xx # turns.

(10) [AI .emp Files Missing] The Last patch did not cure the problem of several .emp files missing for 8-10 of the races - I can provide list if needed.

(11) [AI Fleets] Non-direct combatant mine-sweepers, transports, colonizers, boarding ships, troop transports, etc. do not appear to be joining fleets for protection. Could there be a toggle or flag field in the design file to indicate whether a design type should seek a fleet? - however, I suppose this might confuse the ministers. . .

(12) [AI Fleets/Design] Since the design types for the AI are rather strict, we need one additional - call it "Support Ship" this class would always be assigned to a fleet (perhaps limit # in the fleet) and would contain supplies, solar collectors, repair facilities, quantum reactor, etc. - More in line with what human players do.

(13) [AI Design] The AI appears to make a new design for Attack Ships, Satellites, Defense Ships and Weapon Platforms just about every turn (for some races - I have not isolated why yet). This in turn leads them to run out of design names very quickly (as well as taking up processing time). Also, when design names run out, they stop making designs is this the intended result or perhaps they could call them I, II, II, etc. with each successive loop back to the beginning of the file.

(14) [AI Design] There is no "defense ship" design in the AI even though there are calls for it in the construction ques. I made a design nonetheless (AA and repair), so its not a big deal to me personally.

(15) [AI Design] If the AI places larger mounts in a design and still has enough space for normal mounts, it will not "flip" back to normal mounts to fill the extra space.

(16) [AI Design] Design files are still using the old ability name for "Combat to Hit" modifications. A search and replace needs to be done on all the files to replace them with the new ability names.

(17) [AI Design/Construction] AI should re-evaluate xx number of years whether to (i) retrofit ship to newest design type, (ii) auto-upgrade facilities and (iii) re-evaluate planet type and production after significant amount of time passed to make sure still efficient.

(18) [AI Pathfinding] When the AI encounters a blacked path (e.g. non-combat ship entering warp pint with enemy sats) it will use all remaining points going back-and-forth between two points next to it.

(19) [AI Game] The AI does not appear to be cloaking its ships/sats when it has the ability. I suggest that the AI always leaves their ships cloaked until such time as they trigger the "low supplies" flag- at that point they can be turned over to the Supplies Minister for resupply.

(20) [AI Strategies] Should be a "Target Priority" for Weapons Platforms - this would solve the problems of (A) ships killing planets prior to landing troops and (B) ships killing weapon platforms and population (i.e. planet priority) while being bLasted by a defense base.
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  #6  
Old January 15th, 2001, 03:15 PM

KiloOhm KiloOhm is offline
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Default Re: Note from MM - AI MODDERS MUST READ THIS

This isn't really a bug, but could we get a way to DELETE designs instead of just obsoleteing them? I hate it when I screw up a design (like forgetting engines! ) and have to make up a new name because I can't delete the one I just screwed up.


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  #7  
Old January 15th, 2001, 04:49 PM
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Mephisto Mephisto is offline
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Default Re: Note from MM - AI MODDERS MUST READ THIS

Just rename the screwed up design and everything is fine.

quote:
Originally posted by KiloOhm:
This isn't really a bug, but could we get a way to DELETE designs instead of just obsoleteing them? I hate it when I screw up a design (like forgetting engines! ) and have to make up a new name because I can't delete the one I just screwed up.


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