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  #1  
Old March 25th, 2001, 08:21 PM

Lucas Lucas is offline
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Default Intel_Fix_v1 Mod, Comments Requested

This post used to contain information about the first Version of the Intel_Mod, but I've removed it to aviod confusing people.

Look further up the thread for more recent information.

[This message has been edited by Lucas (edited 08 April 2001).]
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  #2  
Old March 25th, 2001, 09:51 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Intel_Fix_v1 Mod, Comments Requested

quote:
Originally posted by Lucas:
I don't know if this has been done yet or not, but I have uploaded a mod that should fix the AI so that it doesn't use Intelligence projects that it can't understand. (Like "Force Concentrations")
http://forum.shrapnelgames.com/ubbup...tel_Fix_v1.zip

I have included all of the default races with this mod. Custom races will have to have their empire files loaded up as a Random player and then saved so that they will be compatible with the new Racial Trait I've included.

There is a "Human Player" Advanced Racial Trait that must be selected for a player to have access to the full range of Intelligence projects. (There is also a "Human Intel" tech area that is fully researched at the start of the game, but it can be safely ignored as it is only a "kludge" type tech area.)

If the "Human Player" Trait is not selected, an empire (presumably an AI empire) will only be able to use the following intelligence operations:

Ship Bomb
Crew Insurrection
Cargo Bomb
Anarchy Groups
Puppet Political Parties
Technological Espionage
Technological Sabotage
Intelligence Sabotage
Counter - Intelligence Level 1
Counter - Intelligence Level 2
Counter - Intelligence Level 3

If you find any errors in this mod or have any suggestions for it, please post your comments.



I've been thinking of a simpler mod along these lines. Since the AI will not research something unless you tell it to, I was just going to break intelligence into three techs. One would be basic Intelligence which would give only Intelligence Facilities and Counter-Intelligence projects. Most AIs would use ONLY this. Then put Espionage projects into a seperate Espionage tech field, and Sabotage projects into a sabotage tech field. Some "nice guy" AIs might research espionage, but not sabotage. The nasty AIs would research only sabotage and so be able to use it more effectively.

Making a 'racial tech' restriction makes it much more work to mod the AI files again if MM should change something to let you customize the way AIs use intelligence.

[This message has been edited by Baron Munchausen (edited 25 March 2001).]
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  #3  
Old April 6th, 2001, 10:25 PM

Lucas Lucas is offline
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Default Re: Intel_Fix_v1 Mod, Comments Requested

Intel_Fix Version 1.1
http://forum.shrapnelgames.com/ubbup...l_Fix_v1,1.zip

I have taken Baron Munchausen's feedback, and modified the Intel_Fix mod accordingly.

This Version of the mod is much simpler to use than the original, though it still accomplishes the same purpose: making sure that the AI does not use Intelligence projects that it can't understand or use effectively.

There are only two text files to install (IntelProjects.txt and TechArea.txt) and there is no more of the nonsense about Racial Traits that was in the first Version.

Version 1.1 of the Intel Fix doesn't even require you to start a new game, you can just install it and then keep right on playing.

As before, this mod limits the computer to only using the following Intelligence projects:

Ship Bomb
Crew Insurrection
Cargo Bomb
Anarchy Groups
Puppet Political Parties
Technological Espionage
Technological Sabotage
Intelligence Sabotage
Counter - Intelligence Level 1
Counter - Intelligence Level 2
Counter - Intelligence Level 3

Be sure to research the new "Human Intel" in addition to the normal Intel area if you want access to all of the normal Intelligence projects.

Please tell me what you think about this Version.

Lucas

[This message has been edited by Lucas (edited 06 April 2001).]
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  #4  
Old April 6th, 2001, 10:30 PM

Nitram Draw Nitram Draw is offline
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Default Re: Intel_Fix_v1 Mod, Comments Requested

Nice idea. Gonna try it this weekend.
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  #5  
Old April 8th, 2001, 12:34 PM
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Default Re: Intel_Fix_v1 Mod, Comments Requested

Lucas, I applaud your Intel modification very much, but were you not to restrictive in the number of useful intel projects for the AI?
The communication mimics is e.g. very useful as is the resource procuration and I had both Intel operation performed on me successfully by AI empires.
What is useless are all investigations about treaties, force concetration, resource output, tech levels and so on.
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  #6  
Old April 8th, 2001, 02:40 PM

Lucas Lucas is offline
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Default Re: Intel_Fix_v1 Mod, Comments Requested

Yes, I did pare down the AI intel operations quite a bit.

> The communication mimics is e.g. very
> useful as is the resource procuration
> and I had both Intel operation performed
> on me successfully by AI empires.

I excluded the comm mimic because it seemed like something that would require a bit more strategy than the AI can employ in order to make the most use out of it. Perhaps that isn't true? As for the resource stealing, I wasn't sure if that would hurt a player very much since humans typically have a lot of resources.

What I tried to do was only allow the AI to use projects that caused concrete damage. (In which case, why did I include Tech Espionage, since odds are the AI empire might not even have it's files set up to utilize the technology it steals?) Maybe I've shaved the number of operations down too much?

Q, if you or anyone else have suggestions for Intel projects that have been effectively used against you by an AI player, I would be glad to hear them.

I would welcome some suggestions as to what Intel Projects the AI players should/shouldn't be allowed to use. If I could get some feedback on this mod, I will be able to tune it better.
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  #7  
Old April 8th, 2001, 03:21 PM
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Alpha Kodiak Alpha Kodiak is offline
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Default Re: Intel_Fix_v1 Mod, Comments Requested

In testing AIs, I have seen them make good use from resource stealing. Not so much from damaging an opponent, as getting the resources for itself. There were a couple of times when testing the Rage that resources were getting tight to the point where the build queues were having problems, when a resource stealing project would succeed and at least get a little more production going.

The project that I was most dissapointed in was crew insurrection. While it took a ship away from the other side, it didn't seem like the AI knew how to use it. Mostly, it just seemed to sit in one place for several turns until the other side brought around a force to destroy it. One time the Rage got a fully supplied attack ship deep in unprotected enemy space, with lots of unprotected colonies sitting around it. Turn after turn, it just sat there until finally a couple of enemy ships came along and attacked it. It defended itself and did some damage to their ships before it was destroyed, but I was disappointed that it neither tried to escape to my lines, nor did it try to attack the undefended enemy planets.
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  #8  
Old April 8th, 2001, 07:54 PM
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Default Re: Intel_Fix_v1 Mod, Comments Requested

Lucas, I think if you just remove all espionage projects (with the only exception may be of technological espionage) it will be fine.
Alpha Kodiak, I had a similar experience. Did you notice if the individual minister was switched on for this ship? But anyway I think this is a small bug. However it is still very annoying, if a vital ship like my population transport with citizens of an another species (I don't like the word slaves) is the target of a crew insurrection. It took me quite a time and effort till I captured it back. So I think the AI should continue to use it.
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  #9  
Old April 9th, 2001, 06:40 AM

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Default Re: Intel_Fix_v1 Mod, Comments Requested

The problem is probably this:

There is no difference between an AI player an a human with all ministers switched on. So if the ship DIDN'T have any ministers on, the AI can't control it, just like your ministers couldn't.

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  #10  
Old April 9th, 2001, 08:31 AM
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Default Re: Intel_Fix_v1 Mod, Comments Requested

Interesting possibility. I was playing as a human player with all ministers turned on. I did not check to see if the captured ship had its ministers turned on, but if it didn't, it should have since I had everything set up to run as if it was a computer player. Next time I am testing, I will pay attention to the minister status when crew insurrection succeeds.
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