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  #311  
Old June 11th, 2003, 11:32 PM
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Default Re: AI Campaign => For a Challenging AI opponent

JLS:

Are any of the reports at the end of the FAQ thread relevant to AIC? I am putting together a Space Empires IV together for reference.
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  #312  
Old June 12th, 2003, 12:03 AM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Good, question, HercMighty

YES, most of the FAQ is relevant to AIC. As with most MODs, however, AIC does modifies the Original DATA file for se4. For example the only way for the AI have some Abilities to help it along and have it later drop when playing Finite, or to have Tactical Fighter Movement and encompass Finite Economics, is to reprogram the Data and AI files.

Some Mods use special Weapon or Facilities that may not be in FAQ.
For example: AIC Engineering Section or Sick Bay Component.
AIC Racial Culture Centers and Racial Cities will not be in the FAQ.

There will be Basics that are in the FAQ that AIC Will do its best to follow, and I try to follow the Posts, in Stone Mills Strategy Articles thread (Great Stuff here), I have learnt allot from this thread

Link > > Strategy Articals <

For example, it is still easier to increase the Population in AIC with an Organic Race, hence the Production and Construction will increase relatively faster with this style race.

After reading this Last FAQ, I will be sure Organic Fighter Weapons have the Edge over other races.

Before AIC 4.00 is finished, I will try to do all my homework and cross the T’s. Any help, that you can share would be great.



[ June 12, 2003, 22:33: Message edited by: JLS ]
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  #313  
Old June 12th, 2003, 12:19 AM
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General Woundwort General Woundwort is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
I would really like to help out with yours next month and we can put something together for your AI from AIC, sound like a Plan?

This way, we all can test and get a feel for your facilities, components and Human Player stuff, for your Mod, General Woundwort and you will have a sooner release date
I appreciate the help. The files should be done by then, and I plan to do a few at-home test runs to see if any major bugs show up. But my big concern (until and if I do a multi-player Version) is getting the AI to adjust to the changes. The more input I can get on this, the better.
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  #314  
Old June 12th, 2003, 01:02 AM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: AI Campaign => For a Challenging AI opponent

SunDevil.

Since you know, that the AI receives its Ship Yard upgrades from Ship Construction, and we all know that the AI starts with level 1 Ship Construction

Now you should also have known that the AI WILL and HAS ALWAYS MADE A STARTING SPACE YARD FACILITY

Unless there is a NEW point you are attempting to make now !

I think how JLS set up the AI in AIC, is near brilliant

I tried to email or PM you to explain Ship Yard Upgrades in AIC and save you the troubles, but you have none listed.

[ June 11, 2003, 12:10: Message edited by: Grand Lord Vito ]
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  #315  
Old June 12th, 2003, 01:18 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Since the AI start with Ship Construction 1. Sundevils game had to have Space Yards for his AI ?!? Hmm

JLS, why did you set the AI up with Ship Construction, and not Space Yards?
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  #316  
Old June 12th, 2003, 01:51 AM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Yes, QB. All the AI should have had Space Yard Facilities in SunDevil Game. I am not sure why they did not. I would need him to answer the few of the questions below if he wish's for me to assist him.

However, clearly, the AI has Ship Construction One, hence, has, and always had a starting Space Yard Facility in AIC

SunDevil and QB. The AI is set this way for now, since around v2.91, so I may balance the AI for the Final Release. In this way, I only have to cycle the Tests to find the benchmarks for AI Construction with a few quick SC changes. This is all to find an accepted Human Player Balance; in Low and Medium Computer Start games

This is all for Testing SunDevil, for example.
There are 27 Research Files for the AI in AIC. (Soon to be 30 research files)

Now, if I was to cycle the tests repeatedly with the Space Yard Techs, I would have to make the changes in the 27+ individual research files to find the benchmarks, and trust me that would take way to much time and have strong possibilities for some space errors as well, when altering 27 research files. And has little bearing on the way the game Plays, sense the AI does get the SY upgrades, as you can see.

I believe Ship Construction settings for Space Yard upgrades are the best means to find the (AI Construction) benchmark for Low and Medium bonus games, for AIC

~~~

Now around Version 3.50 the AI in AIC, will revert back to Space Yard Tech structure in their Research file. With information collected above, I can set the Research to all the AI at a diverse level to balance individual AI strength

Scenarios for a for a diverse and Balanced AI goal:
Terrans expand to quickly late in the mid game; I would give them SY 2 or 3 much later.
The Hive is Way to powerful in the End Game, then I may never give them SY 3.
If I want the Hive to be the meanest I may give them SY2 after SC5 for example.
The Drushocka and Abbi are always lame, here an early SY research, may help.
Etc.

I hope this has explained my purposes and goals, in this area, SunDevil

SunDevil, thank you very much for all the assistance you given to AIC in the past, and if you feel, there is ever an error, please continue to point it out .

Edit:
The Construction Bench Mark for all AI, for AIC v3.02. For the Ship Yard upgrades will be at:
SY Facility 2: SY2 tech would not be placed for most AI before that AI reaches SC 7.
SY Facility 3: SY3 tech would not be placed in the individual Research for most AI before that AI reaches SC 9. However, SC 10 will be setting for v3.02.
EDIT:
Base Space Yard Component, MAY always; be tied to Ship Construction Techs.
AI BSY settings for v3.02
BSY lvl 1 = 750 at SC1
BSY lvl 2 = 1000 at SC6
Bsy lvl 3 = 1500 at SC9
Bsy lvl 4 = 2000 at SC12

Several Players, will return with feedback from their v3.02 games. However, if they are always in First place at the 500 and/or 1000 turn mark, with ALL the GAMES they tested at LOW bonus. Then revisions will be made to obtain a Struggle for the Human Player with AI Low AI Bonus starts, at those marks; in most games.

This is another reason why I ask new players to the game, that not not played AIC or beat the AI, always to start with Computer Bonus=NONE
===

GLV, thanks. But you may have gone a little overboard, in your Last post

[ June 11, 2003, 17:31: 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 ~~~
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  #317  
Old June 12th, 2003, 02:10 AM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by General Woundwort:
But my big concern (until and if I do a multi-player Version) is getting the AI to adjust to the changes. The more input I can get on this, the better.[/QB]
General Woundwort

I would appreciate it if you did NOT try AIC programming, Facilities, Components, Vehicals DATA and AI Files etc. for your AI, until AIC is finished this July.

Could you imagine if some one took facets of any mod before they are done.

For example the Adamant Mod, the Captains and Atrocities Star Trek Mod, Tescos and Gryphins Mod and AIC are still under Construction and we are on the Forum to help make our Mods better, for their final release.
We did not invest many Months worth of work, to see it help some one make their mod in a few days.
We may not have any copy rights this is true, but how good would this be for the Mod Communities if designers are afraid to post for input, just to have someone use your Testing, Research, communications and design for their Mod.

I am not saying you will, but you stated you were going to give your AI abilities. This will be very hard to do without using Published AIC Trait, Data and AI General file AIC programing tie ins.

And to my knowledge, my programing of AI Campaign is the first mod to breaks this ground for the AI in AIC and I am almost done, after one year of very hard work, so if you can give me until July as we discussed a few post below, that would be great.

In the Least, after July if you decide to try AIC prgraming, please make reference Credit to any and all Programming Copied from AIC specifics.

Call it a designers courtesy if you will.

John


[ June 12, 2003, 16:42: 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 ~~~
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  #318  
Old June 12th, 2003, 02:36 AM
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General Woundwort General Woundwort is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
I would appreciate it if you did NOT use AIC programming, Facilities, Components, Vehicals DATA and AI Files etc. for your AI, until AIC is finished this July.
Fear not. The only thing I am doing with the AI for my mod is tweaking the basic files that come with the game, and the only external Mod I've "imported" is Ed's Colony tech. Everything else is the result of my own demented thought patterns. This being my first big project, that's about all I can handle. If the basic concept does end up working (more or less), then we can worry about souping up the AI from your mods when you think best.

P.S. If I can get the thing to work within its basic parameters, my hope is to get enough interest in it to do a multi-player Version for PBW.
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  #319  
Old June 12th, 2003, 06:23 PM
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HercMighty HercMighty is offline
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Default Re: AI Campaign => For a Challenging AI opponent

JLS,

I have used the FAQ alot, it has saved me many a times from having to post. But there is a weapons report and a component report at the end of the FAQ. Along with a couple others. What files would I have to look at to make these reports reflect AIC data and is it resonable to think it could be done? If you could let me know where I need to look I would like to modify these files to work with your MOD. Leaving credit where credit is due for the files.

[ June 12, 2003, 17:24: Message edited by: HercMighty ]
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  #320  
Old June 12th, 2003, 07:13 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Thank you, HercMighty

There is not much, concrete to add to this until at least a few weeks. Their will still be changes to AIC before v4.00…. Soon I have to finish the project and enough will be enough.

I would say that in regards to the Strategies from (FAQ) most if not all are entirely applicable with AI Campaign, for the most parts.

Link >> (FAQ) <

I really enjoyed (EdKolis) article on intel, this is very informative for myself and all, Thanks Ed

-----------------------------------------------

In regards to Research , there are only a few differences.
The two Key differences are in AIC to that of original se4:

Construction Techs for AIC will yield mainly: Structures for your Colonial Development that will increase wealth, resources, and infrastructure for your empire.

Military Science Techs For AIC will yield mainly: A stronger Military. Better Infantry, Armored Vehicles, Fighters, Mines, Mine Sweepers, and Combat Support and other equipment for your Ships, Bases and Units.

There are some additions with Ship Construction also with a benefit yield, have new, or Improved Components.

There are also a few Techs in AIC that is exclusive to AIC.
For Example:
Racial Construction: For Racial Population Centers, as well as others.
Faster Colonizers: For Black Hole Assistance.
Strategic Fighters: Would be in basic the same as se4 Fighters.
Advanced Design Engineering: Packed with some goodies to add to your Ships, Units, Base and includes a new Vehicle Hull for your inventory.

Tectonic Engineering: This is where you can reach the Devastating Planet and System destroyers. This Area also serves so it may be removed and retain productive Stellar Manipulations for your game play.

Racial Construction if removed; your Populations centers will all be of the Basic Variety.

Troops and their Weapons are programed in AIC as such if removed; you and The AI Player may have just Infantry and less Armored Vehicles and Heavy Vehicle Weapons. This may be advantage for the Human Player, it also removes most of the AI Players anti-tank, Assault Troopers and the Elite units of the AI

==

A good starting research plan for AIC would be to have as a top 10 starting research goal:
Ship Construction 2 , Propulsion 2, Military Science 1 , Construction 1 , Point Defense 1+, Ship Construction 3 … After this the AIC is on the mark for the (FAQ).

Some AIC specific Vehicles :
Small Infantry and Heavy Weapons Troopers , for AIC; is designed to work as combined arms with the Troops (Armored Vehicles) we all are familiar with in se4.

Tactical Fighters: Basically se4 Fighters that do NOT move within a System.
Strategic Fighters: Basically se4 fighters that DO move within a System.

Star Liner Hull: Is the transportation choice in the AIC realm.
As a slow but cost efficient means:
For Population Transport to and from the Colonies as long as the Population Life Support Module is installed.

The Starliner Hull as a Freighter or Barge , it will haul from near 1000 to 3000 Kilo Tons of Cargo and require just the basics for life support

AIC Components, Vehicales and Facilities all have descriptions assigned to each; please right click over the picture, for more information
I believe, most players will have se4 experience and will enjoy not knowing exactly what route to take and the down and dirty of a specific AIC Structure, Component, and Vehicles etc. Possibly decades of evolution may go by before the event is researched or available for that players conceived use.

-------------------------------------------------
In regards to the AI Players Features, I would like this to stay as mysterious as possible for the Players enjoyment, and yes, also to the Players frustration

===

In the closing Versions their will be a direction too close the gap even further between Human Players AIC and (FAQ) as much as possible, if you wish to Email me on suggestions towards this goal, this would lend much service.


[ June 13, 2003, 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 ~~~
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