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  #1  
Old October 13th, 2002, 04:37 PM

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Default Advanced IA race moddings tricks (long)

I'm just trying to create an fearly good IA.
And I'm stuck on many points, perhaps you can help, if you're a modding specialist.
(NB : I'm just modfying race files, not general config files, to have a fully compatible race).

about AI_designcreation.txt (it's the main mystery for me !)

1) Are all "spaces per one" based on the same scale ?

Shields Spaces Per One := 250
Armor Spaces Per One := 1200
Majority Comp Spaces Per One := 1200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 0
Secondary Comp Ability :=
Num Misc Abilities := 11
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

10000 spaces for a multiplex tracking seems a lot, when only 1200 spaces is left for weapons...
Or did I misunderstand the whole thing and 10000 is eight times less then 1200 ?

2) Can I create two types of fighters ? (seeking fighters and direct fire fighters).
Seems that there must be only one design per design type (the older are obsolete).

3) I couldn't manage to build a carrier with cargo space and missile with that design :

Name := Carrier
Design Type := Carrier
Vehicle Type := Ship
Default Strategy := Don't Get Hurt
Size Minimum Tonnage := 10
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Launch/Recover Fighters
Minimum Speed := 3
Desired Speed := 6
Majority Weapon Family Pick 1 := 2
Majority Weapon Family Pick 2 := 0
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 2
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 50
Armor Spaces Per One := 200
Majority Comp Spaces Per One := 400
Majority Comp Ability := Launch/Recover Fighters
Secondary Comp Spaces Per One := 200
Secondary Comp Ability := Weapon
Num Misc Abilities := 8
Misc Ability 1 Name := Quantum Reactor
Misc Ability 1 Spaces Per One := 10000
Misc Ability 2 Name := Cloak Level
Misc Ability 2 Spaces Per One := 8000
Misc Ability 3 Name := Point-Defense
Misc Ability 3 Spaces Per One := 800
Misc Ability 4 Name := Shield Regeneration
Misc Ability 4 Spaces Per One := 300
Misc Ability 5 Name := Combat To Hit Defense Plus
Misc Ability 5 Spaces Per One := 8000
Misc Ability 6 Name := Emergency Resupply
Misc Ability 6 Spaces Per One := 800
Misc Ability 7 Name := Supply Storage
Misc Ability 7 Spaces Per One := 1000
Misc Ability 8 Name := Cargo Storage
Misc Ability 8 Spaces Per One := 300

4) Strategy : can I prenvent my IA to send isolated ships agains ennemy planets and fleets ?
How can I force it to perform only group attacks ? (always more ships in my fleet then the ennemy, gnark, gnark...)

5) Strategy bis : can non-armed ships (colony, transport) flee from ennemy ships, instead of trying to attack them ?

that all for now, thanks...
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  #2  
Old October 13th, 2002, 06:17 PM

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Default Re: Advanced IA race moddings tricks (long)

and I forgot this :

6) my custom race AI is used to open dozen of intelligence projects at a time ! any way to prevent that ?

7) AI states in construction config files :

When are they active ? Are they global or local to a planet or a system ?

Exploration : before any new planet is colonized ?

Infrastructure : peace time, no potential ennmemy ?

Prepare for Attack : difference with below ?

Attack : preparing a planet attack (how many turns before ?)

Secure Holdings After Attack : how many turns after an attack ?

Incursion : ???

Prepare for Defense : ennemy fleet in the neighbourhood ?

Defend (Short Term) : ?

Defend (Long Term) : ??

Not Connected : ???

(lot of interrogation marks, sorry !!!)
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  #3  
Old October 13th, 2002, 07:08 PM

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Default Re: Advanced IA race moddings tricks (long)

"10000 spaces for a multiplex tracking seems a lot, when only 1200 spaces is left for weapons...
Or did I misunderstand the whole thing and 10000 is eight times less then 1200"

With spaces per one, LOWER number means more components. With those numbers you'd get many more weapons than multiplex.

Take the ship size, and divide by the spaces per one value, then round up. That's the number of components the AI will try to put on that ship.

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  #4  
Old October 13th, 2002, 10:32 PM

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Default Re: Advanced IA race moddings tricks (long)



Ahhhhhhhhh... that's a interessant point ! I think I've got to go back to my designvehicule files...
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  #5  
Old October 14th, 2002, 05:35 PM
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Default Re: Advanced IA race moddings tricks (long)

Quote:
Originally posted by trooper:
I'm just trying to create an fearly good IA.
And I'm stuck on many points, perhaps you can help, if you're a modding specialist.
(NB : I'm just modfying race files, not general config files, to have a fully compatible race).

about AI_designcreation.txt (it's the main mystery for me !)

1) Are all "spaces per one" based on the same scale ?

......

2) Can I create two types of fighters ? (seeking fighters and direct fire fighters).
Seems that there must be only one design per design type (the older are obsolete).

3) I couldn't manage to build a carrier with cargo space and missile with that design :

4) Strategy : can I prenvent my IA to send isolated ships agains ennemy planets and fleets ?
How can I force it to perform only group attacks ? (always more ships in my fleet then the ennemy, gnark, gnark...)

5) Strategy bis : can non-armed ships (colony, transport) flee from ennemy ships, instead of trying to attack them ?

that all for now, thanks...
Phoenix-D already answered 1) - it works completely different than you think
"spaces per one = 250" means AI will put one component per 250k of ship tonnage. For example two on cruiser hull. Very large numbers for some components, like multiplex or combat senseors gurantee there won't be redundancy even for largest ships.

2) Yes, you can but only if you use SEIV Gold - make two designes with different names, say "interceptor" and "bomber". In construction_vehicles.txt file replace calls for "fighter" by "interceptor" and/or "bomber", up to you taste. Just remember that "must have" is cumulative for all designs of one type (here "fighter")

3) Must have ability = launch/recover fighters will automaticaly fill 50% of carrier hull with fighter bays. If you want space left for other components, make "majority component = lau./rec/fighters" space per one = some big number (it will add only one extra FB). make "secondary component = weapon" , put some reasonable number in "space per one" and assign CSM/PM numbers for "choices".

4) It is regulated in "AI_settings". Consult some TDM races, like Rage, Pyrochette, EA and others.

5)Strategy "do not get hurt" will do just that.
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  #6  
Old October 14th, 2002, 07:24 PM

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Default Re: Advanced IA race moddings tricks (long)

Quote:
3) Must have ability = launch/recover fighters will automaticaly fill 50% of carrier hull with fighter bays. If you want space left for other components, make "majority component = lau./rec/fighters" space per one = some big number (it will add only one extra FB). make "secondary component = weapon" , put some reasonable number in "space per one" and assign CSM/PM numbers for "choices".
No - the Num Must Have At Least 1 Ability := 1, and the Must Have Ability 1 := Launch/Recover Fighters instruct the AI that the ship has 1 ability it must have and that the ability is Launch/Recover Fighters. That will place a total of 1 Fighter bay on the ship. What instructs the AI on what type of hull to use is the Majority Component ability - Cargo will select a transport and add cargo bays until the 50% requirement is met, Launch/Recover Fighters will result in a carrier, and Colonize types will result in a colony ship. For example, if you wish to construct a carrier using a battle cruiser hull try:

Name := Battle Cruiser Carrier
Design Type := Carrier
Vehicle Type := Ship
Default Strategy := Maximum Weapons Range
Size Minimum Tonnage := 550
Size Maximum Tonnage := 650
Num Must Have At Least 1 Ability := 8
Must Have Ability 1 := Launch/Recover Fighters
Must Have Ability 2 := Launch/Recover Fighters
Must Have Ability 3 := Launch/Recover Fighters
Must Have Ability 4 := Launch/Recover Fighters
Must Have Ability 5 := Launch/Recover Fighters
Must Have Ability 6 := Cargo Storage
Must Have Ability 7 := Cargo Storage
Must Have Ability 8 := Cargo Storage
Minimum Speed := 3
Desired Speed := 6
Majority Weapon Family Pick 1 := 2
Majority Weapon Family Pick 2 := 0
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 1
Secondary Weapon Family Pick 2 := 25
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 10000
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 300
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 600
Secondary Comp Ability := Weapon
Num Misc Abilities := 5
Misc Ability 1 Name := Quantum Reactor
Misc Ability 1 Spaces Per One := 10000
Misc Ability 2 Name := Cloak Level
Misc Ability 2 Spaces Per One := 8000
Misc Ability 3 Name := Point-Defense
Misc Ability 3 Spaces Per One := 300
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

For the Carrier listed in 3)
- Majority Weapon Family Pick 1 does not need a weapon listed as the majority ability is Launch/Recover Fighters.
- Shield Spaces per 1 set at 50 instructs the AI to try to place 16 Shields on a Light Carrier, 20 on a Carrier, and 24 on a Heavy Carrier - there will be no room left for a weapon or any large misc items. The carrier designed will have the minimum number of carrier bays (+1 for the Must have), and then fill up with shields.
- The line for armor will work like the one for shields - you would be better off using a value of zero on this line, and adding an extra misc ability at the end calling for the ability armor.
- The Majority and Secondary abilities are going to call for an additional 2 fighter bays beyond what is already there and 4 missiles on a light carrier.(neet little trick with the majority ability is using zero, as it is fequently already called for in the Must have area, and in this case is used for to fill 50% of the ship - with a value of zero, no more will be added while going through the design, but if any additional space is left at the end, the majority ability will be added to fill up the remaining space)
- By the time that the AI gets to adding cargo, there will be no space left for it. The simplest way to ensure that cargo bays are placed ont he design is to increase the number of 'Must Haves' to 3, and add two more 'must have' lines each calling for cargo storage.

Try looking at the DesignCreation files for the Orks, Zorians, and my Version of the Krill for examples of what you are attempting.

2) - As said, if you are using Gold, give each a different name with the design type Fighter. The 'Must Have' does NOT apply to all designs of the same type, only the specific design it is listed in. However, you will need to make sure that you change the ConstructVehicle file to call out the names you use instead of just calling for Fighter - otherwise it will only build the latest of the designs.

7) - It is rather complicated on how the AI states fit in, the best thing to do is to simply use the TDM race that fits what you are ,looking for the closest as an example to work from, and adust the file from there.

4) & 5) - Best thing to do is to look at the files in several of the TDM races (good idea to do over-all if your trying to create an AI) - For more creative ideas on how to make the AI do more odd things I would recommend looking at the AI's by MB, Rollo, and myself (no shameless plug intended) - Those AI's tend to take advantage of, use, and manipulate the AI's little quirks the most.
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Old October 15th, 2002, 03:36 PM
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Default Re: Advanced IA race moddings tricks (long)

"No - the Num Must Have At Least 1 Ability := 1, and the Must Have Ability 1 := Launch/Recover Fighters instruct the AI that the ship has 1 ability it must have and that the ability is Launch/Recover Fighters. That will place a total of 1 Fighter bay on the ship. What instructs the AI on what type of hull to use is the Majority Component ability - Cargo will select a transport and add cargo bays until the 50% requirement is met, Launch/Recover Fighters will result in a carrier, and Colonize types will result in a colony ship. For example, if you wish to construct a carrier using a battle cruiser hull try:"

No, it will fill 50% of carrier hull with fighter bays. Trust me. Note the word "carrier". You are absolutely right if you want non-carrier hull, like BC in your example. AI will ideed put just 1 FB. But I was talking about carrier hulls - then AI works as I told.
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Old October 15th, 2002, 03:42 PM
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Default Re: Advanced IA race moddings tricks (long)

"2) - As said, if you are using Gold, give each a different name with the design type Fighter. The 'Must Have' does NOT apply to all designs of the same type, only the specific design it is listed in. However, you will need to make sure that you change the ConstructVehicle file to call out the names you use instead of just calling for Fighter - otherwise it will only build the latest of the designs."

I am absolutely sure that "must have" applies to all designs of the type. At least it worked this way when I tried to make AI build different types of "attack ship" May be it does not work with units ? If your results are opposite to mine - I have no clues.
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Old October 15th, 2002, 04:34 PM

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Default Re: Advanced IA race moddings tricks (long)

oleg - The 'Must Have' fields are design specific, each type of design can have different 'Must Have' items listed. I can't remenber seeing it apply them to all designs of the same type even in the earlier pre-Gold Versions. I use different 'Must Have' abilites for all of the different design types and haven't had any problems - I know some of the TDM guys also use different abilities as 'Must Have' in thier DesignCreation file (look at the latest Aquilians MB just posted).

- In the Battle cruiser example I used, the AI will place 5 FB's, and 3 Cargo Bays. A carrier with 1 'Must Have' Fighter Bay, and Fighter Bays as the Majority Component will end up with 1 fighter bay over the minimum number of bays required. The design type is used by the AI for which designs to build in the Construct Vehicle file (if not calling for a design name), and how the ship will be used when constructed. i.e. if The Battle Cruiser Carrier I used as an example had a Design Type of anything other than carrier, it would never be loaded with fighters; the Design type tells the AI how the ship is to be used - Carrier loads fighters and joins fleets, Pop. Transport moves population, Mine Layer lays mines, etc... The Majority Ability is what will determine if a Carrier, Transport, Colony Ship or standard hull for ships; the type of hull used for units is determined by the Vehicle Type entry (design a recon satellite with a Fighter Type and you will get a fighter - actually worked very well in the pre-Gold Versions, post-Gold there is a hard code change that will limit the AI from constructing more than 1 Recon Satellite on a planet at a time) - Try using the default design for a carrier, and only replace the Launch/Recover Fighters with Cargo Storage - you'll get a transport with 1 fighter bay on it that will be used by the AI like a carrier.
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Old October 15th, 2002, 04:58 PM
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Default Re: Advanced IA race moddings tricks (long)

Ok, I made 2 attack ships (design type in design creation file) - one named "missile ship", another "gun ship".
Now, I want AI to build 10 MS and 10 GS.
In construction file I put
first entry for MS with "must have = 10" and
and then GS with "must have = 10". AI builds 10 MS and stops

Now, I modififie GS "must have = 20" and AI builds 10 MS and 10 GS !!!

IT entirely possible that "planet per entry" works differently and AI will build GS in first exapmle once it has more planets. But every time I tried, "must have" appears to apply to generic "design type".

I understand perfectly well how you make carrier based on BC hull. My point was only about how AI fill carrier hulls and I stand by it.
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