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  #1  
Old April 10th, 2002, 07:25 AM
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Default Possible repeat topic - Built in AI deficiencies

Now that I get deeper into the AI files, I can see the built in deficiencies. As an example, when a human creates a ship, all strategies are available for that ship. The AI_designcreation.txt file will not except maximum weapons range and some other strategies. More examples, the AI will not use cargo ships, remote mining, resupply ships, just to name a few. It seems to me that the human already has a pretty distinct advantage just by using tactical combat instead of strategic. Wouldn't it make more sense to at least make the same tech's and their uses available to the AI for a tougher game?
Sorry if this sounds like ranting, but, well it is!
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Old April 10th, 2002, 07:48 AM
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Default Re: Possible repeat topic - Built in AI deficiencies

Yes! I have a friend who mentioned that he found errors in the AI'S Tech files. He has made all the changes to make them work. I will hunt him down and see if he will post the changes.
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Old April 10th, 2002, 08:17 AM
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Default Re: Possible repeat topic - Built in AI deficiencies

quote:
Originally posted by Gozra:
Yes! I have a friend who mentioned that he found errors in the AI'S Tech files. He has made all the changes to make them work. I will hunt him down and see if he will post the changes.


I was actually referring to the fact that the AI is incapable of using a variety of the tech's and subsequent components effectively, if at all, not generals errors in the AI files.

[ 10 April 2002: Message edited by: Gandalph ]

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Old April 10th, 2002, 02:15 PM
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Default Re: Possible repeat topic - Built in AI deficiencies

quote:
Originally posted by Gandalph:
Now that I get deeper into the AI files, I can see the built in deficiencies.


Hi Gandalph, you are correct, it is a bit of a repeat topic, this has been discussed in gritty detail over the past year 1 1/2, but basically the AI will not use the following:

Remote mining
Resource Converters
Fleet Training
Cargo Transports
(There are more, I just cannot think of them at the moment)

Most of the AI modders have removed these techs/components/facilities from the AI files in order to save the AI from wasting resources on researching or building these unused items. Check out this thread for more info:

http://www.shrapnelgames.com/cgi-bin...&f=23&t=003981

I have to disagree on the use of the "Maximum Weapons Range" statement however. As long as a particular ship desing uses this strategy AND it has broken formation, it will follow its own strategy. Otherwise, it will follow the fleet strategy (which is probably set to Optimal Weapons Range). Also, the AI will use resupply ships, you just have to modify one of the existing ship type designs that the AI will automatically add to fleets (i.e. kamikaze, boarding, carriers, drone carriers, attack or defense ships). Most of the TDM-ModPack modders have utilized this method of incorporating "fleet support" ships into our AI files.

Hope this helps-
TG
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Old April 10th, 2002, 07:13 PM
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Default Re: Possible repeat topic - Built in AI deficiencies

quote:
Originally posted by Tampa_Gamer:


I have to disagree on the use of the "Maximum Weapons Range" statement however.



Thanks, I appreciate the input, however, maybe I am doing something wrong. If I put "Maximum Weapons Range" into the AI_designcreation.txt file, I get an "unknown strategy" error during play test.
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Old April 10th, 2002, 07:46 PM
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Default Re: Possible repeat topic - Built in AI deficiencies

Make sure of the wording for maximum weapons range. It may be slightly different. Look in the strategies file to see the correct wording. If it is in the strategies file, it should work.
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Old April 10th, 2002, 08:35 PM
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Default Re: Possible repeat topic - Built in AI deficiencies

quote:
Originally posted by Gandalph:
If I put "Maximum Weapons Range" into the AI_designcreation.txt file, I get an "unknown strategy" error during play test.


I assume you have not otherwise modded your [XX]_AI_Strategies.txt file or accidently deleted it? If not, I would double-check wording as Alpha suggested as well as make sure there are not extra spaces at the end of the name and correct u/l case (I typically just copy/paste it from another entry, just so I am sure). Also, make sure you did not accidently delete a line before/after the "Default Strategy" line (i.e. the type or size minimum tonnage lines)
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Old April 10th, 2002, 11:30 PM
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Default Re: Possible repeat topic - Built in AI deficiencies

The original un-modded Default_AI_strategies.txt file exists in the AI folder. Do I need a seperate one for this race in it's corresponding folder?
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Old April 11th, 2002, 12:40 AM
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Default Re: Possible repeat topic - Built in AI deficiencies

quote:
Originally posted by Gandalph:
The original un-modded Default_AI_strategies.txt file exists in the AI folder. Do I need a seperate one for this race in it's corresponding folder?


You don't have to but it would be the best way to do it since you could fine control each race this way.
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