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Old November 21st, 2001, 07:47 PM

Jourin Jourin is offline
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Default Better AI Idea - modders please read

Recent game I was attacked by the XiChung. I was defending warp point with only mines, but had 100+ on the warp point (If you have 99 and then lay the mines from 1 ship it is possible to get more than 100 mines in a sector). AI sent in 2 mine sweepers and then 40 ships, all were killed. I re-seeded the mine field and the AI kept sending in more ships but no more mine sweepers. I finally got bored and quite the game as it was too easy.

Looked at AI files and AI only had to build 2 mine sweepers where they need a minimum of 6 to 10 (assume mine level 2, LT CR hull {400} and following design file would put 5 to 6 mine sweepers on ship or each mine sweeper could sweep 10 to 12 mines. At mine 3 it would be 15 to 18 mines - to sweep a 100+ mine field requires 6 to 10 mine sweepers). Additionally it will build ships before mine sweepers so it kept on building ships and sending them into the minefield and never got a chance to build more mine sweepers.

Recommend:

1. Change in 'Prepare to Attack' phase the required minesweepers to 10, better more then not enough.

2. To simulate how humans will replenish losses to sustain an attack separate the 'Prepare to Attack' and 'Attack' phases into two queues. Keep 'Prepare to Attack' the same (except for adding more mine sweepers). For the new 'Attack' phase use to replenish losses. Keep it short so it cycles through. Include mine sweepers, troop transports, troops, fighters, ships (carriers, Kamikaze, space yard ships). That is 9 maybe 10 items in the queue. Having the AI build defensive bases and population transports during the attack might waste effort that would be better used to sustain the attack. Preparing to attack, attack, and securing holdings after attack are different phases and having the AI build the same for all these phases hurts the AI because a human would not do that.

3. Add a separate Defend (Long Term). My understanding is that this phase is when the AI is on the strategic defense (loosing) and not a tactical defensive pause which is Defend (Short Term). Keep the current queue for 'Prepare for Defense, Defend (Short Term)' the same. Again keep the new 'Defend (Long Term)' queue short to quickly replenish critical elements, like mines and at least two mine layers (top of the queue). Include satellites, 1 satellite layer, defensive bases, weapons platforms, troops to keep the people happy (and also for some defense), and then ships. When an AI dies it dies quickly because it doesn't build the best things for a cheap defense.

4. I understand the logic in all the queues, but I think in two critical areas, the attack phase and the defend (Long term phase) greater granularity would make a better AI. Think what you build when you are on the attack. (For me it is mine sweepers if I loose any, fighters, troops, and then ships). What do you build when you are on the strategic defense, mines, mine layer, more mines, fighters, satellites, maybe a satellite layer to seed the mine field with satellites, defensive bases, weapons platforms, more space yards, and then ships. Ships are good for a mobile defense or for rebuilding during a tactical defense, but mines and fighters are cheaper and defensive bases provide more fire power per cost then ships. I never build colonizing ships or population transports or troop transports.

The current Infrastructure and Exploration make perfect sense, but maybe separating the following phases into custom designed and smaller queues would help the AI a lot. Just my thoughts. I will experiment in a game this weekend to see if these changes make a difference. But something all the AI mod makers should consider.
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