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  #1  
Old February 22nd, 2004, 02:00 AM
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Default AI Modding 101?

Was yapping in #SE4, and Fryon mentioned that there was indeed a document on AI Modding, though he couldn't remember the name of it.

Does anyone have any info on modding the AI? Documentation? Anything?
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  #2  
Old February 22nd, 2004, 06:17 AM

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Default Re: AI Modding 101?

This is my first post.

I have been following your Posts Litcube and I can feel your pain. I'm also having trouble modding the AI, especially the (Computer Opponent)_AI_DesignCreation.txt. More on that later.

I can't find any documenation on AI Modding. I have look everywhere but only find some notes or a passing sentence or a topic on the message board. Let see, I looked at the "Frequently Asked Questions for Newbies" post but found only a small section on Modding. This topic is more geared for players and is excellent for newbies. I learned a lot about the game but no AI modding help. I then looked at http://galileo.spaceports.com/~kazharii/modding101/ and read through Imperator Fyron (Nolan Kelly) excellent SEIV Modding 101 tutorial. I learn a lot from his tutorial but again no AI Modding help. Next I went to http://invirtuo.cc/phpwiki/index.php/AI
The encyclopedia Malfadorica Wiki for Space Empire IV Gold. All I got where definitions of the AI files. No help here. I then look through the AI Campaign and TDM-MODPACK for help but only read that they tweaked the AI. So I re-read what is written in the Default_AI_DesignCreation.txt for anymore clues I might have missed. Am I just not noticing where the AI modding document is? The only document I could find that actually talk a little about the AI files is the "Modifying the Universe In a Day" by Chris Traber and that is found on the SEIV Gold CD. But it doesn't go in to the text file details like the SEIV Modding Tutorial 101. The SE4 Modder by David Gunstensen does help with AI research and facility construction but it doesn't help with design creation and it doesn't help you understand the AI files. So I did a search for AI help on the forum and that led me to Litcube who is asking a lot of questions about AI modding. I just can't imagine that with all of the excellent MOD tutorials out there for SEIV Gold that we can't find one for AI modding that goes into some kind of detail. If there is one, I just not seeing it but I have try to stress in my post that I have looked for one.

You start to look at the AI mods and the original files and you think you start to understand something and something will just throw you like in the AI_Research.txt. What is Not Connected? I can probably guess but it nice to have stuff spell out for you sometimes.

In reference to the post here:
http://www.shrapnelgames.com/cgi-bin...;f=23;t=010966

and I'm still confused with

Num Misc Abilities := 7
Misc Ability 1 Name := Point-Defense
Misc Ability 1 Spaces Per One := 400

Okay, Rollo said that

that means that for each 400kt of hull space one component that has Point-Defense ability will be added. Note that this is always rounded down, but a minimum of one component will be added. So that results in:
1 component for hulls from 1 to 799
2 components for hulls from 800 to 1199
3 components for hulls from 1200 to 1599
and so on...

Okay, that makes sense but when you look at this:

Misc Ability 1 Name := Point-Defense
Misc Ability 1 Spaces Per One := 400
Misc Ability 2 Name := Cloak Level
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Quantum Reactor
Misc Ability 3 Spaces Per One := 10000
Misc Ability 4 Name := Combat To Hit Defense Plus
Misc Ability 4 Spaces Per One := 10000
Misc Ability 5 Name := Combat To Hit Offense Plus
Misc Ability 5 Spaces Per One := 10000
Misc Ability 6 Name := Multiplex Tracking
Misc Ability 6 Spaces Per One := 10000
Misc Ability 7 Name := Shield Regeneration
Misc Ability 7 Spaces Per One := 800
Misc Ability 8 Name := Emergency Resupply
Misc Ability 8 Spaces Per One := 800
Misc Ability 9 Name := Self-Destruct
Misc Ability 9 Spaces Per One := 10000
Misc Ability 10 Name := Scanner Jammer
Misc Ability 10 Spaces Per One := 10000
Misc Ability 11 Name := Supply Storage
Misc Ability 11 Spaces Per One := 500

you can start to get confused again. Okay if 400 is supposed to be "each 400kt of hull space one component that has Point-Defense ability will be added" then why are we seeing values of 10000? An unmodded base ship has a value of 1500 tonnage.
BTW these values come from the TDM-Modpack. Also in the AI_DesignCreation.txt header, it says under Vehicle size user requirements "Does not have any Min Percent requirements for a comp type different than the Majority Comp Type. Does not have any Max Percent requirements for the Majority Comp Type." How does percentage play it to this? I thought we were talking about tonnage?

And what about this?

Majority Comp Spaces Per One := 1200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 500
Secondary Comp Ability := Weapon

Are we saying here that the majority comp ability was always be first look at and then secondary comp ability if there is enough tonnage? Or does the AI design have to be able to use a majority and secondary comp space if listed in the txt file?

It took 2 hours just to discover that I was looking at the wrong weapons family when looking at the Majority Weapon Family Pick 1. I kept looking at the Family value instead of the weapon family for a weapon in the components.txt.

My point is that we need a document on modding AI in the spirit of the SEIV Modding 101 if there isn't one already. I already started working on one just for my sanity but it wont be good as what Rollo or Mephisto can come up with. I'm sorry to vent but I just can't understand why it so hard to find documentation on Modding AI txt files.
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  #3  
Old February 22nd, 2004, 06:29 AM
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Default Re: AI Modding 101?

Exactly. It's funny that you've noticed that I've been pulling out my hair over trying to Mod AI. There's alot of "re-inventing" the wheel going on out there, and it's a shame.

I've managed to get the basics of the design files and construction files down. If you look at the quantum reactor on your list (10000Kt), you only need one in a ship. There's a minimum of one, so anything ammount of KT over the ammount of the largest ship, will result in a maximum & minimum of one on a ship.

I've also managed to find out how to get the AI to design more than one types of attack ships. I still don't understand Oleg's method of using the "must have", and with my experimentatino, it doesn't work as well as I would have thought. Using boarding ships, kamakazie ships seems to work well. There's alot of hardcode in the AI. "Easy modding" my ***.


My biggest problem right now is the lack of momentum the AI seems to show. With no logical reason whatsoever, the AI will simply give up doing much of anything after a certain point in time. They quit expanding. I have no idea why.
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  #4  
Old February 22nd, 2004, 07:51 AM
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Default Re: AI Modding 101?

These might be of some use:

AI Cheat Sheet

Generic AI Excel Spreadsheet

*sigh* where did all of these people go?

[ February 22, 2004, 05:53: Message edited by: Imperator Fyron ]
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Old February 22nd, 2004, 08:41 AM

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Default Re: AI Modding 101?

The "AI cheat sheet" Fyron links to really is excellent. Check it out!
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  #6  
Old February 22nd, 2004, 08:54 AM
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Default Re: AI Modding 101?

yes, you guys are right. The documentation is hard to find. It is mostly bits and pieces that can be found on the board.

I think the biggest help to start with is Atraikius Design Cheat Sheet (thanks for digging that up Fyron):
Quote:
Originally posted by Atraikius:
Here is an update of the Cheat Sheet I made back before the Gold Version.

1040385338.zip
I'll try to dig up some more helpful stuff.
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Old February 22nd, 2004, 09:25 AM

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Default Re: AI Modding 101?

I just got back from eating. I took a quick look at the AI Cheat Sheet. It looks very helpful with explaining the AI_DesignCreation. I have look through the "Modding and other help tool" Posts but pass on this one becuase it was just called "cheat sheet." When you unzip it, you find the doc called AI_DesignCreation_CheatSheet. Thank you Imperator Fyron. I must give a special thanks to Atraikius for creating it. I'll look harder through these Posts to make sure I didn't miss anything else. I going to bed now so I'll read the whole doc tomorrow but from what I seen so far is gold. This document should be connected to the other mod tutorials and not buried in a post.

Rollo, anymore help you can provide regarding AI Modding would be appricated.

Litcube, thanks for the help regarding the 10000Kt issue. I'm not familiar with Oleg's method of using the "must have" so I don't know
what to tell you. I'm interested though and would like to know more if you can point me to the information. As far as your AI slowing in momentum, I'm not a mod expert and without more information on your setup, maybe either your AI can't research something or they are not adding all of the correct components they need for their unit or ship? Maybe maintenance is eating up all of the AI resources? Maybe a ship is too expensive to build and taking too many extra turns to get out of the space yard. I'm just guessing but when the AI doesn't act right for me, I play a couple of more turns and then goto Game Menu -> Players -> and uncheck the AI in question and play him for a turn to see what's going on.
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  #8  
Old February 22nd, 2004, 10:06 AM
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Default Re: AI Modding 101?

alright, here is what I was looking for:

This thread along with the design sheet should help you to get started:
AI Text Files Tips & Hints

and here is something to explain how research works:
AI modding: research.txt

Feel free to post additional specific questions, though. I totally agree that an AI modding 101 would be a great thing.

[ February 22, 2004, 08:10: Message edited by: Rollo ]
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  #9  
Old February 22nd, 2004, 10:53 AM

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Default Re: AI Modding 101?

Thanks again Rollo for all of your help. There is a lot of great info here to sort through.

I got to, got to, go to bed but I had one quick questions before I'm gone. I read through your excellent AI Modding Research.txt and I have a quick question about "Not Connected" AI State.

I looked at what Tampa_Gamer (your second link)also said about AI Modding Research.txt:

(6) Make sure you test your races �Not Connected� research tree - some people actually play this option and they may want your race to do more than sit on its thumbs for 100 turns.

This is taken from one of the AI Reseach.txt file:

AI State := Not Connected
Tech Area Name := Rock Planet Colonization
Tech Area Level := 1
Tech Area Min Percent := 100

I notice all of the "Not Connected" AI States use a "Tech Area Min Percent" of 100.

Is "Not Connected" the AI's way of saying it's researched everything that is important and it's going to now just research one tech regardless of what is actually happening in the game?
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  #10  
Old February 22nd, 2004, 10:57 AM
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Default Re: AI Modding 101?

"Not Connected" refers to a situation in which the AI is not connected to any other races. Basically, if you start a game with No Warp Points, the AI will be in the Not Connected state. If the AI gets completely cut off from all other empires, it might go into the Not Connected state.
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