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Old March 17th, 2006, 10:21 PM
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Default The Great AI Doc Hunt of \'06

There are apparently a great many AI docs of antiquity hidden deep within the forums, written by people such as Atraikus, Rollo, Master Belisarius, and others. I think it would be great idea to try to dig all of them up and gather them in a central location. I've got the results of this thread and the AI docs posted on SEnet to get us started! Ultimately, I hope to gather them all up for posting on SEnet, and/or possibly the SEWiki.

Threads with enlightening results from discussions are also of use.

So, let's get searchin'! Post yer links here.

(this thread inspired by IRC)
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Old March 17th, 2006, 10:26 PM
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Default Re: The Great AI Doc Hunt of \'06

Great idea.
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Old March 18th, 2006, 01:03 AM
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Default Re: The Great AI Doc Hunt of \'06

funny =)
this topic seems to crop out every two or three years.

AI Text Files Tips & Hints
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Old March 18th, 2006, 01:11 AM
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Default Re: The Great AI Doc Hunt of \'06

and this:
AI modding: research.txt
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Old March 18th, 2006, 04:21 AM
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Default Re: The Great AI Doc Hunt of \'06

Quote:
Rollo said:
funny =)
this topic seems to crop out every two or three years.
Damn, looks like I forget the "semi-annual" part of the title!

You can cut out everything in the urls after the "Number" variable (plus its value!, up to the & part) to make cleaner thread URLs.
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Old March 18th, 2006, 06:33 AM
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Default Re: The Great AI Doc Hunt of \'06

Rollo pointed out today that Personallity Types in the AI-settings file do not have anything to do with anger, demenour or politics. They are simply used for placement of AI races during game set up.

This I did not know, and I know that when I have asked this question before many others also did not know that this was there purpose.
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Old March 18th, 2006, 09:50 AM
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Default Re: The Great AI Doc Hunt of \'06

Quote:
Imperator Fyron said:Damn, looks like I forget the "semi-annual" part of the title!
Wouldn't that be bi-annual?

Okay, here is a little more detail on the personality numbers:

As said yesterday in IRC, these numbers have no in-game effect and are used only at game start to get the distribution of random empires.

They are linked to this these lines in the /data/settings.txt file:
Code:

Random Player Personality Groups := 4
Random Player Personality Group 1 Percent := 30
Random Player Personality Group 2 Percent := 30
Random Player Personality Group 3 Percent := 30
Random Player Personality Group 4 Percent := 10



So, how can a modder use this?
Well, stock SE4 uses this to get a decent mix of AI races who are friendly and not-so-friendly (that's probably where the confusion comes from regarding the race demeanor). All races with similar behavior use the same personality number.

DevnullMod Gold uses this to make a random selection of the Monster race highly unlikely. They have a personality number of -1.

And from top of my head, here is another idea how personality numbers could be used:
Put all the races that have the same howeworld type and/or atmosphere in one group. That way you could improve the selection of races with differrent colonies and breathers. And don't end up with another game of 'yawn, everyone is Rock/Oxygen'.
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Old March 19th, 2006, 05:21 AM
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Default Re: The Great AI Doc Hunt of \'06

Well now I have an update for STM. Thanks Rollo, with this new info I can better set up the races from game start.
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