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  #71  
Old October 3rd, 2004, 10:37 AM
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Default Re: AI Deathmach 3

CueCappa vs EEE

The CueCappa won by points, at the turn 500.
A balanced game, where the CueCappa was more aggressive and deserved the victory.
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  #72  
Old October 3rd, 2004, 11:46 AM
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Default Re: AI Deathmach 3

Hahaha... those stupid EEE lost! Hah!
I really don't like those single celled dudes. They make great allies, but I just don't like them. Must be their smell...
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  #73  
Old October 3rd, 2004, 12:08 PM
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Default Re: AI Deathmach 3

hehehehe, always liked to betray them!
Anyway, must say I really like the EEE scripts done by REX! After crush the original EEE, play against this Version, it's very very different and a lot more challenging!

Have you ever played against the EEEvil?? A very good (for his time) AI and very cool! Sadly, never was updated and then, is far to the current level of the AIs playing here.
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  #74  
Old October 3rd, 2004, 01:49 PM
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Default Re: AI Deathmach 3

Sorry, I get the same feeling with the regular EEE when I play against EEEvil. Not my race I guess.
The new AI files for the EEE, where can I get them?
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  #75  
Old October 3rd, 2004, 03:53 PM
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Default Re: AI Deathmach 3

Quote:
Timstone said:
Sorry, I get the same feeling with the regular EEE when I play against EEEvil. Not my race I guess.
The new AI files for the EEE, where can I get them?
The new files, are the TDM scripts for the EEE.
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  #76  
Old October 4th, 2004, 06:06 AM
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Default Re: AI Deathmach 3

Thanks for the help Master Belisarius!
How are the AI's progressing?
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  #77  
Old October 4th, 2004, 09:37 AM
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Default Re: AI Deathmach 3

MB, can you upload an AI scripts pack to the AIDM3 page? It would be nice to have all the best AIs in one single zip.

Addition: interesting, is it possible to write a "blitzkrieg" AI which is aimed at fastest victory achievement? E.g., victory in 70-100 turns instead of typical 200-300 turns.
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  #78  
Old October 4th, 2004, 11:03 AM
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Default Re: AI Deathmach 3

We will call them "Das Reich". I volunteer to adopt it as my personal shipset. Hehehe...
AT, are you interested to make the shipset? Or someone else with good modeling skills; besides my self. I don't have the patience to make one... and the inspiration.
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  #79  
Old October 4th, 2004, 12:18 PM
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Default Re: AI Deathmach 3

Quote:
aiken said:
MB, can you upload an AI scripts pack to the AIDM3 page? It would be nice to have all the best AIs in one single zip.

Addition: interesting, is it possible to write a "blitzkrieg" AI which is aimed at fastest victory achievement? E.g., victory in 70-100 turns instead of typical 200-300 turns.
That would be good but I get the (frightened and probably incorrect) impression that all AI changes and mods are geared toward making the game more difficult. I guess Im more RPGer and soloplay than war-strategy or multiplay. Id like to see more spread.

I havent looked at all that is avaiable. Im still running pretty much un-modded so I wouldnt be surprised if someone corrected me on this. But what I have looked at so far I have mostly removed. Ive seen huge event files but they seemed to only add bad events. Ive seen mention of AI improvment mods but "improvement" seems to mean "harder to beat". Im sure they do a fine job but if all of the changes are in one direction then the feel of the game changes for me. Im guessing that later on I may want that, but for now Id like to see more variety and general spread of whats there if its available.
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  #80  
Old October 4th, 2004, 01:58 PM
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Default Re: AI Deathmach 3

GP, most part of your reflections is true, imho. For example, modding of AI_Speach.txt and AI_Politics.txt files is considered as "secondary" or even "not important" (that's my impression of course). But these files are responsible to AI "personality", so we are losing something with such approach.

At the same time, most of complains were about "weak AI", not "uncreative AI". So I think it was natural for AI modders to boost AI strength, not its RP aspects.
AI modding is a sort of contest, and why should someone write an exremly artistic, unpredictible, but helpless AI? The truth is that there are less than "1000 ways to do it", probably there is only 1 way to make successful AI with a slight set of unsignificant variations.

This game was not developed as a space RPG, it a human players who can make it RPG.
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