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Changing the AI

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10 years ago
Oct 12, 2014, 6:31:54 AM
I looked at the battle AI. And it's a lot of work as there's a description of weights for each kind of unit and each kind of stance (attack/defence/hold position)

Maybe I'll start for infantry ranged and support. It seems to me they are the most common ones. No ?
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10 years ago
Oct 12, 2014, 2:29:50 PM
After some test, the new values of the defense points is a good idea. It would be a suicide to launch an attack against a city that has more than 400 defense points. You'll have to besiege it before having the chance to enter the city.

I'm wondering if I should up the base defense points of the city center and of each new district.

Militias, with the defense bonus, can help to stay alive for the 6 rounds. After all, they're here for that.



Now the AI uses different kind of units in an army. That's a cool thing to see necrodrones with propager with daemons and driders to support them smiley: smile
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10 years ago
Oct 12, 2014, 10:54:21 PM
VieuxChat wrote:
I didn't change anything from the speed of the game. If you want I could create a speed even slower than "endless". But I'm not sure I could "balance" it properly.

Anyway, as my changes will help the AI to defend itself, the diplomacy component of the game should have more weight because you "shouldn't" be able to steamroll everyone.

I play in normal speed with a normal difficulty and the game is challenging up to the late mid-game. After that I would have to change the cost of buildings and some techs.



If you want a special speed with special modifiers, just ask and I'll see what I can do (maybe you would like an endless long game, but with the "normal" cost for buildings and unit but with a higher Tech cost)


Thanks for offering, but endless speed is just right for me; just wanted to make sure there wasn't anything about your mod that created a conflict with that speed.



After some early testing, I have to say that your mod has made all the difference. I was steamrolling the AI previously. Now, I just had to restart a game because I was going to get wiped-out! So thanks again.
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10 years ago
Oct 13, 2014, 7:11:06 PM
VieuxChat wrote:
You're welcome smiley: smile


I'm also experimenting with the following changes (made to prevent the player from 'snow-balling'):

















































The one I'm most concerned about is the "BaseFIDSIPerPopulation" Operation="Subtraction" Value="1". Default per pop is 4 (from city halls) and I've changed it to 3. Basically, all I did was take the penalties the AI receives from 'Newbie' difficulty and applied them to the player. What do you think? Thanks in advance.
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10 years ago
Oct 13, 2014, 8:19:37 PM
I think it will render the explorations of cities more important, which is a good thing. Moreover such a malus disappear in the end game. So I think it is a good thing to try.
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10 years ago
Oct 21, 2014, 9:39:54 PM
Was interested in this, so grabbed a copy, compared it to the latest versions files (1.8), updated the files to match, and gave it go. I was conservative with some of VieuxChat's changes, especially around registry.xml and the tech tweaks, since I'm not sure what has changed between the version that was originally modded and 1.8 and my 1.8 vanilla playthrough showed that some things had been addressed.



35 turns into a Serious game I had a unit of 4 Dust Lords infantry siegeing my second city. Given they had 3 cities to my two, more units, and I was dead last in score, I chalked that up as an AI win.



Might try it on hard next time.



If VieuxChat doesn't mind, happy to share the tweaks - same if he doesn't come around again. My support only will last as long as I pay attention to the game though, so YMMV.
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10 years ago
Oct 22, 2014, 6:49:12 AM
No problem smiley: smile The files aren't "mine", so feel free to share them.

Once the mod section of the game will be done, I'll create a zip file with everything needed.
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10 years ago
Oct 23, 2014, 6:13:58 PM
I would be very interested in seeing the integration of VieuxChat AI into 1.0.8. In 1.0.2 it was great fun but unfortunately I did not have the vanilla files in the moment of upgrade so now I am diffing 1.0.8 against the modded files and making some educated guesses. I do not know yet how it will work. No time to test it properly...
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10 years ago
Oct 12, 2014, 6:29:40 AM
I didn't change anything from the speed of the game. If you want I could create a speed even slower than "endless". But I'm not sure I could "balance" it properly.

Anyway, as my changes will help the AI to defend itself, the diplomacy component of the game should have more weight because you "shouldn't" be able to steamroll everyone.

I play in normal speed with a normal difficulty and the game is challenging up to the late mid-game. After that I would have to change the cost of buildings and some techs.



If you want a special speed with special modifiers, just ask and I'll see what I can do (maybe you would like an endless long game, but with the "normal" cost for buildings and unit but with a higher Tech cost)
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10 years ago
Oct 23, 2014, 7:00:59 PM
I know that but I do not know how to roll back to 1.0.2 in order to see what were your changessmiley: smile. Right now on one side I have your modded 1.0.2 and on the other 1.0.8 vanilla. So I have to guess what was upgraded by amplitude in 1.0.2->1.0.8 and what was your modding (especially in registry.xml and tech file). As far as I understand tyranny12 has done the same thing with good effect.
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10 years ago
Oct 23, 2014, 7:16:00 PM
The 1.08 did erase my files. So, if you didn't put my mod after the 1.08 you're playing the vanilla game.

You can re-use my mod, it's still valid even if the vanilla Ai has made some progress.
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10 years ago
Oct 24, 2014, 5:48:50 PM
I was in the same situation as ripperr - I wasn't sure if the recent patch had fixed things that you also attempted to fix, and also didn't want to introduce incompatibilities for anything they added. So I diff'd the files between 1.08 and your base mod, then ported all the changes that made sense and didn't appear to have been touched by the devs into a fresh copy of the 1.08 files.



In some cases, I imported your changes in full. In others, I mostly did but, in particular in the commander file, there was a section that the devs had added to that was not in your mod. It was around 3/4s of the way down the file, three sections had been fleshed out by them with more units and a I think there were two new mission categories.



For tech, I imported your increases but reduced them by a magnitude of between 30-60%, with the number approaching 60% near high era techs and 30% near low era techs. This was to ensure the AI did not follow a scripted path owing to the high weight placed upon techs, and was a stylistic choice of mine - I don't know if they would have followed a scripted path, but I was afraid they might. For example, if you increased an era 1 tech from 4 to 30, I would've adjusted it to around 15-20, tech dependent. If you did the same for an era 4 tech, I would've adjusted it to around 8-11.



For registry, I didn't import any of your changes that I had no idea what the value did. For some others where I had a faint clue, I only made a slight increase. For diplo, I didn't cut the timers as much as you, but even then I have noticed my AI sends me more threats and compliments. I did keep your aggression increases, but spotted where they were overexpanding (I think) and tweaked it up to 40% approval so as not to let them screw themselves.
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10 years ago
Oct 24, 2014, 6:33:59 PM
It's nice to see you took som etime to look at what I did smiley: biggrin

Thanks to you smiley: redface

It seems your changes are probably more subtle than mine. I wanted to change thing drastically enough to see the difference ingame.
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10 years ago
Oct 30, 2014, 12:02:29 AM
The new Halloween update won't effect this mod, will it? I played one game (right after 1.08 was released) without this mod and it really made me appreciate just how much more challenging this mod makes EL. especially on the military side of things.
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10 years ago
Oct 30, 2014, 6:39:59 AM
You should download my package in the other thread. You'll be able to install it properly (in the my documents\Endless Legend\Community folder) and you'll be able to continue using it even after patches.
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