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November 22nd, 2006, 03:46 PM
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First Lieutenant
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Join Date: Jan 2005
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Re: Balance Mod AIs
Isn't GlobalResearch called each time an age change is called ? I'm not really sure how the AI_Research file fit in with the GlobalResearch file and the setup- and main script research parts at any rate. What a mess.
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November 22nd, 2006, 03:51 PM
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Sergeant
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Join Date: Nov 2006
Posts: 220
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Re: Balance Mod AIs
Is it possible to define what levels the the AI will research towards? So that you can predetermine the early phases of research to acheive a good mix of technology. For example: You tell a Crystaline race to research certain techs up to a said level then build a predeterimed ship.
By doing this you are able to program exactly how the ships will be built. ie Weapons, armor, shields, racial traits, etc. It will make the ships be "Cookie Cutter" designs, BUT effective "Cookie Cutter" designs.
Program in a variable that will pick predeterimed ship designs using a preset percentage of the existing designs. ie 40% frigates/destroyers, 30% Light cruisers/cruisers, 10% dreads/BB's, 5% carriers, 5% Support ships. A fleet of 10 ships would break down as 4 Frigates, 3 Cruisers, 1 Dreadnaught, 1 Carrier, and 1 Repair Ship.
The AI will build a balanced force between the size classes while using the predetermined ship configuration.
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November 22nd, 2006, 05:08 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod AIs
Quote:
Raapys said:Isn't GlobalResearch called each time an age change is called ? I'm not really sure how the AI_Research file fit in with the GlobalResearch file and the setup- and main script research parts at any rate. What a mess.
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No. It is only used for starting tech selection. Script_AI_Research.txt is the main file for determining what the AI will research in-game along with the called inserts from the Empire scripts themselves.
Anyway I've clean up the race setup selections - some of them weren't matched nicely to what I've have them researching later. I've also tidied up the common research list and hopefully it will help with efficiency.
Romulus:
That is almost exactly how it is setup right now... except there is more flexibility in the current system. The only real difference right now is that the AI will not build a good mixture of big and small ships - another item on the to-do list.
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November 22nd, 2006, 05:24 PM
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Sergeant
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Join Date: Nov 2006
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Re: Balance Mod AIs
Quote:
Captain Kwok said:
Anyway I've clean up the race setup selections - some of them weren't matched nicely to what I've have them researching later. I've also tidied up the common research list and hopefully it will help with efficiency.
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If I design/make new races on my own. What AI script will they use? Will I get smarter AI's using your pre-made ones?
Follow-up: If I start a game with 1,000,000 research will/does your AI's use it all? Does any AI use it all?
Follow up to the follow up: Can you make the Racial techs available on the race creation process?
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November 22nd, 2006, 09:08 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod AIs
It depends on what script you tell them to use. If you copy one of the other empires or the default scripts, you'd get comparable performance with them in the mod. They may not necessarily smarter, but their tools will be improved.
The AI will use all the startup tech and racial points that it can.
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November 23rd, 2006, 03:07 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Next Balance Mod Update
I decided to hold off with a small release and continue on working on a more extensive v0.99 with the updated AI treaty scheme included. I did manage to update the research scripts today and it looks like they will address a number of the issues mentioned here. (Secretly it's because I want a nice shiny and stable v1.00 mu ha ha ha).
There's also some fixes and revisions for components and facilities. For example, I gave shields a bit better starting base and a slight boost in overall strength - primarily because they only regenerate after each turn and not each combat.
I'm aiming for the end of the weekend for this update - it should give me some time to actually play the mod too, rather than just test if the AI designs ships right.
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November 24th, 2006, 02:28 PM
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Private
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Join Date: Nov 2006
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Re: Next Balance Mod Update
Just a small fix for your next version Kwok. Your shield Regenerator amount is showing wrong in the component help due to you using %amount1% instead of %amount2% and its returning the value of 1 for all levels.
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November 25th, 2006, 11:39 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Next Balance Mod Update
Thanks. I caught that typo yesterday when people where saying the displayed amount was 1.
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I'm still debugging the new AI treaty proposal system. There are offering the right items for the package they choose and all, but for some reason I've having trouble getting the selected treaty name to appear... it's odd...
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November 25th, 2006, 12:51 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: Next Balance Mod Update
Could you alter the AIs 'Dont get hurt' strategy? When an AI attacks with a combined fleet of non-combat and combat ships, the non-combat ships with the Dont get hurt strategy will move so far away from the enemy ships that they cross the retreat border, effectively splitting the AIs fleet in two, while the combat ships engage. So we'd need strategy that doesn't move the 'fleeing' ships further away from the enemy than a certain safe distance.
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November 25th, 2006, 03:00 PM
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Corporal
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Join Date: Dec 2000
Location: England
Posts: 155
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Re: Next Balance Mod Update
There are no intel points done by the A.I's whatsoever, been playing for hours vs 13 A.I's.
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