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February 27th, 2003, 02:15 AM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by oleg:
Well, however good is AI it still needs a bonus to stay in touch with human who has some idea what he is doing. Normally it is accomplished by selecting appropriate AI bonus when starting the game. In AIC mod, AI has a build-in bonus and can be played with "none" option. Aim at "low" AI bonus as a best option.
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Agreed and thanks. I tested your suggestions, made some tweaks to the AI specifics and yes the AI does play better and gets tougher with; gradual steps in concert with Computer Player Bonus levels that the human player desires to set him/her self, within New Game Setup...
I am really impressed with the result and really; thanks again Oleg
It will be release with patch.
[ February 26, 2003, 12:56: Message edited by: JLS ]
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February 27th, 2003, 02:36 AM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by oleg:
The key is to calculate the non-unbalancing conVersion time. Sorry, I don't know that
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With Computer Player bonus set at None.
The AI resources nets starts to degrade well after 2000 turns for some, but really starts about 3000 to 4000 turns for most AI's. Degration depends on available planets for that AI to still colonize, what the AI Strategic State is or has been for that AI player at that specific time frame along with some other variables.
It usually starts with races that are not Resources oriented, for example the Eee AI, who does well by virtue of Research but after 2500 turns; Eee starts to drop from the leaders, this however doesn’t imply that the Eee will get exceptionally weak though. Eee, also uses Stellar manipulation quite well and if it gets the opportunity, may peacefully bounce back.
There are ways to retard degradation, by use of late and well timed AI Urban Center upgrades along with alternate Planet Colonization also lowered maintenance on there late high end ships is an option that I really am trying to stay away from, but is a viable late game throttle. Of course, all this would be after Extraction upgrades have been exhausted.
To name a few.
[ February 27, 2003, 05:44: Message edited by: JLS ]
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February 27th, 2003, 07:04 AM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Another draw back with a General AI-only build-in atmospheric converter would be that AI-Gas and to a lesser degree AI-Ice type races may be at a disadvantage since they may have less planets early, not realizing the numerical sudden facility impact as the AI-rock type races.
Our challenge as I see it, is to have the AI Player not too dynamic but more diverse.
In other words:
Eee relies on science hence stellar manipulations for its late growth.
Xiati is a schemer so we could get there settings and political files to pounce on there unsuspecting allied much weaker empire in more games.
Engineer races to exploit Planetary Utilization for there late gains.
Merchants and Politicians to some degree, to stay with growth curb thru trade (Political Savvy=high) so as they and there partners grow they all share in that growth.
Violent races take what they want when they want and more when needed.
Xenos purge and re-colonize.
Suggestions and elaborations on above examples are encouraged.
~
There are other race culture types that require a doctrine as well.
What about Zealots, Artisans and Renegades what kind of doctrine should we assign them.
[ February 27, 2003, 05:50: Message edited by: JLS ]
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February 27th, 2003, 06:57 PM
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Corporal
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Re: AI CAMPAIGN ; Released
Quote:
What about Zealots, Artisans and Renegades what kind of doctrine should we assign them.
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I believe Renegades should have personalities and doctrines like TROLLS!
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February 28th, 2003, 06:58 PM
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Sergeant
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Re: AI CAMPAIGN ; Released
What do you mean by AI Strategic State is in?
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February 28th, 2003, 07:35 PM
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Lieutenant General
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by Grand Lord Vito:
What do you mean by AI Strategic State is in?
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AI strategic state describes what protocol from AI files (research.txt, construction.txt, etc) it will use. At what strat. state is AI at any particular moments depends from is it at war, are there are other players nearby and many other factors. It is knid of mysterios and cryptic, at least for me
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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February 28th, 2003, 09:19 PM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by Grand Lord Vito:
What do you mean by AI Strategic State is in?
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Oleg is correct.
Also to elaborate on what I was posting:
AI State: Prepare to Attack (A nearby system is ripe for takeover. Prepare a fleet and get ready to attack that system)
Systems conquered -> Infrastructure State
Build Up system not valid -> Infrastructure State
Enemy in Territory -> Defend Short Term State
Target System cannot be conquered -> Infrastructure State
Not enough ships to attack -> Infrastructure State
Target system not good anymore -> Infrastructure State
Forces ready to attack -> Attack State
Too long preparing -> Infrastructure State
If the AI in the above example goes back into the Infrastructure state at a late point in attack ship construction and does not actually make its attack then it may have put itself in a deficit until it starts taking ship loses or starts/upgrades a new resource colonies!
In that post I mentioned Resource degradation: What I meant by this, was to try to answer the players question on when the AI cant compete. At some Point in SE4 where the AI is really stuck: the best example would have been when the AI gets 20 to 30 kt maintenance per turn Dreadnoughts and Base ships, where there are no more facility upgrades to support such a large fleet.
Now with AI Campaign I can give a (no maintenance cost) to ALL AI ships and with this the AI can build practically unlimited amounts of ships. but this gets real tricky with play balance. Example: Lets say a ROCK AI starts building Cruisers and this would be based on (Planet Per Item Entry), as it is now; his Last limiting factor is maintenance. At many points in a game the AI will go into and out of a Resource deficit similar to a Human player.
(Actually the very Last overall limiting factor is total game ship count from setup)
AI Campaign can and will address the LATE game wows of Resource deficit with more play testing and Player input… I can have the AI make 100 Baseships at no cost but that would do little for play balance. I feel I helped the AI in Finite resources, at least well enough were he can now compete, but I did not address Combat Ship maintenance to a large degree yet.
In AI Campaign I wanted to address some AI issues in regards to better handling mine fields, point to point re-supply, faster ship training, sector scanning, Stellar manipulations, combating Plagues and Planetary weapons. To help make the AI challenging but not where it cant loose. This in its self gets tricky, I kept it a little challenging this way most can enjoy it, when the experienced players wants more of a challenge beyond (Computer player bonus), they know how to tweak the AIC files to there tastes.
[ February 28, 2003, 19:43: Message edited by: JLS ]
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March 1st, 2003, 08:47 PM
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Sergeant
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Re: AI CAMPAIGN ; Released
I noticed you droped the output of the Resource Domes, owww, that cost me a chunk of money...
No biggie, I just set up Level 3 Mining OutPosts, and I am in the money now
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March 4th, 2003, 01:55 PM
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Re: AI CAMPAIGN ; Released
I like what you done to the AI, they waisted there first fleet to my mines field with a group of escorts, Scouts and a few firgates in an attack on a warp point leading into one of my systems, they lost there intire fleet but I lost more than half my mines. They came in again about a dozen turns later with over 20 destroyers and took out the rest of the mines {no more stupid kamikazi AI ships attacking and loosing ship after ship trying to pass thru a mine field} , but it did not report they took any loses, I have regained the warp point but I don't think I can get the mines up to 100 again before they return.
WOW, they have almost {60 THOUSAND units}, and 227 ships, is this right, I thought you could only have 20000 units in this game?
Well today I go back to work. I took off 2 days Last week and yesturday with the Flu just to play your mod. Nice job JLS. Real nice. I can't wait until I get home to play more
[ March 04, 2003, 11:57: Message edited by: Grand Lord Vito ]
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March 5th, 2003, 02:34 AM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
Thanks,
You might want to change your strategy though, in AIC, as the AI gets closer to Light Cruisers, its ability to deal with mines are getting better and better. You might try going with a comparable fleet with a mix of 30 ships and a good mix of satellites Missile and Beam weapons. However the AI will soon be attacking with Fighters on Carriers which will deal with the satellites quite well so make some Point-Defense Sats to at least shoot some of the fighters down not to mention a few CVs of your own. Get a SYS built (SPACE YARD SHIP) and send it to the warp point and make a Defense Base (with Thrusters) if possible, but this takes a lot (LOT) of time in AIC so think ahead and defend that SYS ship as it is building the warp Defense base.
Can you Email me the turn and how the game is going? Is this your Home System? Are you playing Solo or Multiplayer? How is the rest of the AI doing?
Thanks.
You better get pack to work and I am glad this game helped during your convalescence
[ March 04, 2003, 16:35: Message edited by: JLS ]
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