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AggressiveAI

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12 years ago
Mar 15, 2013, 10:52:40 AM
In Term.xml



Replace the by the one from the Original file ( I think it was DiplomacyBonus2 )



For the question in brackets: Basically by fiddeling around with the numberous numbers in the Header. But I can't really tell you which effects what. I think without a detailed description by the Defs this would be pretty hard to accomplish.




DustPerTurnPriceFactor="25" EconomyPowerMinValue="100"

PriceCoef="3"

AttitudeMalusCoef="0" HyperbolaCoef="80" AttitudeMalusOffset="-30" AttitudeTrendCoef="0"

PriceOffset="0" PriceMin="0" PriceMax="10">



%DiplomacyDustInstantaneousTermTitle

%DiplomacyDustInstantaneousTermDescription










DustPerTurnPriceFactor="25" EconomyPowerMinValue="100"

PriceCoef="3"

AttitudeMalusCoef="0" HyperbolaCoef="80" AttitudeMalusOffset="-30" AttitudeTrendCoef="0"

PriceOffset="0" PriceMin="0" PriceMax="10">



%DiplomacyDustPerTurnTermTitle

%DiplomacyDustPerTurnTermDescription





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12 years ago
Mar 11, 2013, 12:33:28 PM
Well, i wrongly assumed that you had implemented a few AI changes from the Beta in your mod, sorry. I guess we can only wait for the beta to come live...
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12 years ago
Mar 11, 2013, 12:57:08 PM
Ail wrote:
It mostly is the other way around. ^^




Yeah, seem your handiwork is found everywhere the AI is concerned smiley: biggrin.
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12 years ago
Mar 11, 2013, 12:58:17 PM
Foraven wrote:
Yeah, seem your handiwork is found everywhere the AI is concerned smiley: biggrin.




This. and almost everywhere regarding to mods smiley: biggrin
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12 years ago
Mar 11, 2013, 1:22:01 PM
Ail wrote:
The winning Amoeba only had System-Heroes.



Assign the Hero with priority to the system where the result of MaxPopulation²/CurrentPopulation is the highest.

This should assure that early on the least developed systems get a hero but eventually they are moved to systems with the highest population to reap the most benefits of it.





Pretty clever formula.



Ail why you upgrade this mod

I always thought that this mod has been replaced with this: http://forums.amplitude-studios.com/...-Rebalance-Mod




I think both have the AI updates, but some people might not want the balance changes in the rebalance mod?
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12 years ago
Mar 11, 2013, 2:28:54 PM
The rebalance-mod is pretty half-hearted to be honest.



AggressiveAI is a mod that doesn't change any rules for the player, only how the AI (and in one case the governor) does thing.



I don't really feel like messing around with all the balance-stuff. It doesn't improve the AI and thus isn't really what I'm eager to mod. smiley: ohh
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12 years ago
Mar 11, 2013, 6:18:45 PM
Just uploaded v_1_2_1 which contains merges with 1.0.65-changes over 1.0.63.



Also:



Good news, all of the modable issues I had complained about in 1.0.63 had been taken care of in 1.0.65. Except for the initial-ship-design-issues I had critizised and that are taken care of in this mod.



Anyways: The 1.0.65-AI should be even better than the already much improved 1.0.63-AI.
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12 years ago
Mar 14, 2013, 1:23:11 PM
I was checking your files for stuff i could re-use and noticed your diplomatic files are out-dated; they are missing a lot of parameters that the current game version have. Not sure if it was voluntary, but it seem to me the AI can't do a full range of of diplomatic decisions if so much is not there.
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12 years ago
Mar 14, 2013, 2:01:48 PM
MacDante wrote:
Forven i think, AI use default values from core xml, if it not declare or missing in MOD.




I know that. What i mean is the files he *has* in the mod are missing stuff in them compared to stock files.
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12 years ago
Mar 14, 2013, 3:30:47 PM
That is entirely intentional, if your are talking about the DiplomaticBehaviour.xml or the likes.



For example it had like 10 different unneeded variations to sign a Cease-Fire.



Also the Wonder-Victory-Building-AI-Values missing is intentional, as the AI has no way to tell if it already started making enough of those and is very likely to make them on all their systems at once. (Since the patch it will stop making most of them though once 5 are finished)
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12 years ago
Mar 14, 2013, 6:25:32 PM
Ail wrote:
That is entirely intentional, if your are talking about the DiplomaticBehaviour.xml or the likes.




Alright then.
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12 years ago
Mar 14, 2013, 6:53:54 PM
Ail, how would i go re-enabling dust trading? (done, but second point applies)

(And can we find a way to make it less weighted on the amounts of dust owned/produced by the AI?)
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12 years ago
Mar 11, 2013, 12:22:17 PM
I'm not sure I understand what you mean.



I didn't borrow anything from the beta. The hero-handling-AI in the beta already was improved a lot compared to the current 1.0.61 version.

What I did is making some suggestions and findings for further improvements.



But I cannot know if all of them are in the patch. They said themselves that they are still at tuning it.

That's why I'm waiting for the patch and if they are missing and it's one of the modable things, I will apply it in my mod.



Stuff like the "which system to place which hero on and when?"-algorithm obviously cannot be modded and has to be hoped for to be improved between the beta and the patch scheduled for today.



Stuff like in which order the heroes learn their skills when leveling up on the other hand can be modded.
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12 years ago
Apr 6, 2013, 2:01:16 PM
Uploaded a more current version.



It contains some tweaks to Governor/AI-Building values, which shall result in a better build-order. (e.G. Governor no longer explores moons even before an Exploit is build)
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12 years ago
Apr 6, 2013, 2:09:50 PM
Here's the post about the changes I made in AIParametersBuilding.xml



I wrote it for the Devs on the VIP-Forums so please don't take it personal if it reads like YOU are responsible for the current state as I did not reword but just copy&paste from there:



Let me go through the thought-process for all the changes I've made:



A general thing to know is that the combined AI-value of an improvement is not in linear relationshipt with the AI's urge to build it.



If you have 2 buildings, one with an AI-value of 2 and 100 Production cost and one with an AI-value of 3 and 150 Production cost, the AI will prefer the one with the AI value of 3 all the time!

So as a general rule I'd say: Stay close to a combined value of 2 for reasonable results. Going too far over 2 will kinda force the AI to build the building no matter what. Dropping below 1 has high chances that the AI will completely ignore the building.

















The old one was a combined 3.5, which forced any Craver colony to immediately go for it no matter what once it was researched! Having a colony build this for 46 turns as its first project kinda defeats the purpose of preservering the higher FIDS for longer as much of the potential is wasted.











The old one was a combined 2.2. Remember this building does nothing but reduce the industry cost of further buildings. As Sower you get it earlier and the AI will try to build it everywhere despite the very specific use. It cannot really be compared with other industry-enhancing buildings who actually deserve 2.2.











The old one was 2. For a building that most of the time will just cost Dust instead of giving dust that seemed way too high for me.

















The old one was a combined 4. While this building is very good, 4 is still totally out of question! Imho 3 is for absolute must-haves. Exceeding 3 is always very dangerous.















The old one was a combined 2.5. You nerfed the Science-Income on the Trade-building but you never adjusted the AI-value accordingly. Trade-buildings do very little for there cost since the nerf. The new Values reflect that.



Anomaly-Reductions in general: A lot of them where at 3 and even higher. Too much! I changed all of them to exactly 2. (in different ways depending on the anomaly in question)





















The old one was a combined 2.5. Way too much for what it does (having a slight chance to find a temple and enabling 2 buildings to work). I feel 1.5 much more reasonable as the temple is nowhere near guaranteed.

















The old values ranged from 4.6 up to a whoopin' 8!

While these buildings all are extremeley powerfull, a combined value of 3.2 still is more than enough to ensure they are made as soon as reasonable. Those buildings are pretty expensive to build afterall, so reducing to 3.2 allows to throw in some cheaper improvements before immediately going for the. Special1 with 3.2 is still the first thing the AI will build when it colonizes a new system.











The old one was a combined value of 15. smiley: sarcastic As we have learned before, everything higher than 3 is potentially very dangerous for "i will make it right now no matter what"-purposes.

Yes, this building leads to victory. But should this mean it should be forced to be immediately build everywhere? I don't think so! Only Systems that really have a good enough industry should do so.

3 might be somewhat to low considering the cost but I tried 4 before and it still was too high. For really good systems, where it would take 20-30 turns 3 still is sufficient.
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12 years ago
Apr 6, 2013, 6:09:55 PM
Ail, you should consider implementing my changes to expansion disapproval and blockades; those two should ramp up the challenge greatly as spreading like wildfire won't ensure victory and blockading the AI won't cripple it's research anymore. And btw, i invite you to try my mod again and see if you can crush the AI as easily as last time smiley: smile.
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11 years ago
Jul 20, 2014, 6:36:21 PM
For Disharmony something like that isn't necessary since the diplomacy was reworked.

There now is a very simply modifyable parameter in the Personality.txt



It is located in "Endless Space\Public_xp1\AI\Personality.txt".



Search for these blocks:



7

3

7

5

5

5

5

5

5



Each Race has one of these. Copy&Paste the Block of the UE, Cravers or Hissho over the Blocks of the other Empires and they will actl like the UE, Hissho or Cravers.

Maybe you only want to modify the Sophon, Pilgrim and Amoeba, since they are particularly peaceful. My finding is, that most of the neutral-factions (everyone except those mentioned yet) are quite aggressive already and it really only are the Sophon, Pilgrim and Amoeba who are a little bit too peaceful.



Edit: Note, if you are playing on lower difficulty-levels there is a hit to the alien aggression. Below the races there are blocks for the difficulty levels. They look like that:



1.5

0.5

1.5

1.5

1

1

1.5

1.5

1.5



So very similar to the ones of the races but they are multipliers. This example is from Impossible. The WarTreatyThreshold is halved here, which means, that the AIs are even more likely to go to war.
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11 years ago
Jul 20, 2014, 7:52:23 PM
Ail wrote:
For Disharmony something like that isn't necessary since the diplomacy was reworked.

There now is a very simply modifyable parameter in the Personality.txt



It is located in "Endless Space\Public_xp1\AI\Personality.txt".



Search for these blocks:



7

3

7

5

5

5

5

5

5



Each Race has one of these. Copy&Paste the Block of the UE, Cravers or Hissho over the Blocks of the other Empires and they will actl like the UE, Hissho or Cravers.

Maybe you only want to modify the Sophon, Pilgrim and Amoeba, since they are particularly peaceful. My finding is, that most of the neutral-factions (everyone except those mentioned yet) are quite aggressive already and it really only are the Sophon, Pilgrim and Amoeba who are a little bit too peaceful.



Edit: Note, if you are playing on lower difficulty-levels there is a hit to the alien aggression. Below the races there are blocks for the difficulty levels. They look like that:



1.5

0.5

1.5

1.5

1

1

1.5

1.5

1.5



So very similar to the ones of the races but they are multipliers. This example is from Impossible. The WarTreatyThreshold is halved here, which means, that the AIs are even more likely to go to war.


Thanks Ail. Which mods (if any) do you use when playing Disharmony? Thanks in advance.
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11 years ago
Jul 20, 2014, 10:50:32 PM
No. If I would, I would just add them to my mod. Which I actually did.



There's 2 things in the mod that have nothing to do with AI-ship-designs/retreat-behaviour.



Different color-codes for planet-specialisation and a tweak to the "Balanced"-AI-Governor, so it does not build defense-buildings.
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11 years ago
Jul 20, 2014, 10:52:42 PM
Ail wrote:
No. If I would, I would just add them to my mod. Which I actually did.



There's 2 things in the mod that have nothing to do with AI-ship-designs/retreat-behaviour.



Different color-codes for planet-specialisation and a tweak to the "Balanced"-AI-Governor, so it does not build defense-buildings.


I bought Disharmony when it first came out, but I'm about to play it for the first time. Is diplomacy in general much better with Disharmony? Thanks in advance.
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11 years ago
Jul 21, 2014, 6:27:21 PM
Much better? Well, it depends on what you expect.

It's mainly improved in AI factions acting more logical and more fitting to their race.

The relations play only a side-role in their decisions now. If you are the only available target to one of the more aggressive races, there will be a war-declaration anyways.



Also alliances now are working a lot better. You are always asked if your ally wants to do something. And your ally is asked when you do.



But the options you have haven't changed much. There still will be pointless trade-offers, random gifts and stuff like that.



Cool stuff like AI trying to deceive you or warning you about someone who is plotting against you, like in Civ5 diplomacy is not in here.
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11 years ago
Jul 25, 2014, 11:31:48 PM
Ail wrote:
Much better? Well, it depends on what you expect.

It's mainly improved in AI factions acting more logical and more fitting to their race.

The relations play only a side-role in their decisions now. If you are the only available target to one of the more aggressive races, there will be a war-declaration anyways.



Also alliances now are working a lot better. You are always asked if your ally wants to do something. And your ally is asked when you do.



But the options you have haven't changed much. There still will be pointless trade-offers, random gifts and stuff like that.



Cool stuff like AI trying to deceive you or warning you about someone who is plotting against you, like in Civ5 diplomacy is not in here.


If the AI no longer uses diplomatic relationship status to determine it's diplomatic actions, then what are relationship numbers (friendly, neutral, suspicious, etc) used for? Thanks in advance.
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11 years ago
Jul 29, 2014, 8:17:36 PM
JetJaguar wrote:
If the AI no longer uses diplomatic relationship status to determine it's diplomatic actions, then what are relationship numbers (friendly, neutral, suspicious, etc) used for? Thanks in advance.


I didn't say they don't use it. But it now only plays a side-role. I don't know to how much the impact is. I'm just repeating what the devs (I think it was Meedoc) said about it, when I asked roughly the same question.



I think a good relation is still required for forming alliances but I'm not sure about that either.



I just can say, that I'm quite content with the AIs behaviour in DH. They act much more than a player would react.
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9 years ago
Mar 21, 2016, 6:12:45 PM
But, but that's the whole point of the relations system: to decide who they'd like to kill and who they'd like to help.



Why is trading gold bad for the AI? Why is receiving gold from the AI bad for them? It sounds like you want to rebalance the diplomacy system's weights and attitude rather than just cutting out a part of the game.



And consider this: I play harmony at eternal war! I never use diplomacy or trading dust! And I'd still never use this mod! It's just awful.
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12 years ago
Jan 24, 2013, 4:15:49 PM
JetJaguar wrote:
What are the most noticeable effects of this? Does the AI do lots tech trading in vanilla (with other AIs)?


Nope, the AI doesn't seem to use this feature at all. The effect is, that as a player, you can use trading to get far ahead in tech very easily. So the effect of disabling it shall make the game much harder on higher difficulty-levels, where players used trading excessively to keep up with the AI.



JetJaguar wrote:
Is there any way that I can use this mod, but mod it so that I can still trade resources with the AI? Thanks in advance


Yes, that should actually be pretty easy. When I'm at home in an hour or so, and I remember, I can have a look at the files and then tell you what to do to reenable Ressource-Trading.
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12 years ago
Jan 15, 2013, 11:23:34 PM
And, to pre-empt the people who will complain they cannot download the forum attachment, please try:

1. Log out and log in again

2. Try a different browser (IE vs firefox)

3. Clear your browser cookies.
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12 years ago
Jan 17, 2013, 5:02:48 PM
Hister wrote:
Can this be used with Aeterna mod?


Haven't tried to merge them yet.

Since both mods change quite a number of files, it could well be that there are some merge-conflicts which would have to be manually resolved.

The Total-Commander offers a neat compare- and merging-tool, I've used for this purpose in the past.

But you could start off by copying the contents of one mod into the folder of the other and if it asks you if you want to overwrite a file, then at least you know it isn't that simple. If it doesn't ask, then you're lucky and it should work.
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12 years ago
Jan 17, 2013, 7:34:40 PM
Index.rarIndex.rarIt's not compatible in the sense of drag and drop. There's lot's of stuff that would need to be properly merged.



I've been a modder in my past so I know things like that ain't that easy to do without prior knowledge of what code does what.



Thank you for the freeware tool suggestion - I've used trial programs and it was a ♥♥♥♥♥ to maintain them.



I've merged AggressiveAI with Scion Faction Traits mod. I'm not really sure that is WAD since I don't know what vanilla traits are in comparison to Scion traits. I'll run a vanilla game to check this out.

Edit: It works, I've merged the part of the code that needed to be merged in the Index file so both mods are up and running simultaneously.



I run Aetherna mod with Crymson's combo for it which makes things a bit more harder to merge with your AggressiveAI mod.





Edit:



Your mod has for example while Aeterna has (that's in AIParametersBuilding file)



I would have an easier job if I would know what that line of code does and why there are such glaring differences between the two. Granted I could browse the modding tutorial but I'm not that eager to spend time in such a way.



It's a big undertaking and I'm not going to do it. smiley: wink
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12 years ago
Jan 17, 2013, 9:34:33 PM
This line alone is of little help. I would need to know what is around it. Usually that's for a building.



The only building that I have different from default in this file is the VictoryBuilding, where I removed all those values.

So I would assume that Aeterna has done a tweak there.



These values basically determine how likely the AI or the Governor is going to build something. The higher it is, the more likely.



Maybe I'll look and do it myself, if the Aeterna guys don't mind.
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12 years ago
Jan 18, 2013, 10:27:47 PM
Ail wrote:
This line alone is of little help. I would need to know what is around it. Usually that's for a building.



The only building that I have different from default in this file is the VictoryBuilding, where I removed all those values.

So I would assume that Aeterna has done a tweak there.



These values basically determine how likely the AI or the Governor is going to build something. The higher it is, the more likely.



Maybe I'll look and do it myself, if the Aeterna guys don't mind.
It wasn't meant as a question but just as a point to how different thigns are set around the two mods. Code can't be ported with a little tinkering alone - balancing must be done.



Aeterna guys have been offline for some time - at least the mod leader. A port would be great.



Currently I'm enjoying playing your mod. Everything seems OK so far. Your AI changes work flawlessly. Am in the middle game now turn wise. Still learning some new things of the game on the fly.



Currently getting raped by the Cravers. smiley: sarcastic
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12 years ago
Jan 19, 2013, 5:51:31 PM
Ail, you're heading in the right direction, the AI now is too peaceful (I'm playing on Impossible difficulty level). But the reason I haven't tried this mod yet is your decision to remove alliances. Amoeba and Pilgrims need alliances, some of their traits and unique technologies give you nothing without allies.
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12 years ago
Jan 19, 2013, 9:10:42 PM
Vicarious wrote:
Ail, you're heading in the right direction, the AI now is too peaceful (I'm playing on Impossible difficulty level). But the reason I haven't tried this mod yet is your decision to remove alliances. Amoeba and Pilgrims need alliances, some of their traits and unique technologies give you nothing without allies.
+1! Currently Ail's solution is a radical workaround. I think no other more moderate solution is possible. This should be one of the priorities for the game developers to look in!
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12 years ago
Jan 20, 2013, 6:51:33 PM
I've asked the devs several times for race-specific modifiers in DiplomaticBehaviour.xml but unfortunately those have not been provided so far.

As for the alliances: They caused some really strange behaviour in combination with the other changes I've done.
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12 years ago
Jan 21, 2013, 3:07:49 PM
What about the good, neutral and evil traits?



Good players stick together and are loyal, neutral players are half and half going to eliminate the weakest players while also allying with players for trade, and evil players who deliberately kill the weaker powers to gain strength and will not like sharing resources, they respect only strength.
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12 years ago
Jan 21, 2013, 6:57:32 PM
There is nothing of that whatsoever to be seen in any sort of mod-accessible code. It even seems there is no difference at all between good, evil and neutral. Of course that's something that could or even better, should be used if it was available.
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12 years ago
Jan 21, 2013, 7:00:02 PM
Currently yes, these values do nothing from what I have seen.



(Looks like something in store for the future however.)
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12 years ago
Jan 24, 2013, 3:52:01 PM
Waylander1982 wrote:
Disabling tech trading balances the game out in ways that can't be full explained.


This is interesting and very good to hear. What are the most noticeable effects of this? Does the AI do lots tech trading in vanilla (with other AIs)?



The only type of trading I like to do with the AI in vanilla is resources for resources. All trading involving dust or dust-per-turn is, imho, totally unbalanced.



Is there any way that I can use this mod, but mod it so that I can still trade resources with the AI? Thanks in advance
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12 years ago
Jan 15, 2013, 10:49:36 PM
As I found out the old name for my Mod, "Diplomacy Mod" was very, very misleading and just didn't do what one might have expected from it, while probably being overlooked by many who have been looking for what it actually does.



So this is basically a new name for the continuation of the Diplomacy Mod.



So what does it do:



Fixes:

Starting Ship-Designs use their full capacity.



Balance Changes:

Outposts now have nearly no defenses and are much easier to conquer. (Idea by Igncom1)

Trading Dust, Technology and Ressources has been removed.

Alliances have been removed.



AI Changes:

The AI no longer uses the attitude-mechanism to determine it's foreign-policy.

It will, instead, make it's decisions depend on proximity and military-power.

The AI will no longer go for the Buildings-Victory. You might want to disable this victory-type.

The AI will rush the most important early-game-techs.

The AI will use all of it's heros for combat and distribute skillpoints accordingly.



Others:

The System-Governor-Setting "Diplomacy" now behaves like the setting "Balanced" with the exception that it won't build military-improvements such as defense-systems and ship-improving-buildings.

Includes and enhances the Mod "Colored Anomalies" by Luminality.



Installation-Instructions:

Unzip into (my documents)\Endless Space\Modding. This will create a new directory (my documents)\Endless Space\Modding\AggressiveAI containing a file index.xml and several subdirectories.

In the main game menu, click the MODS button, find the mod "AggressiveAI", select it and click load.

To keep the mod loaded: find "Endless Space" in the Steam Library, right click, select properties, and click the "set launch options" button. Add "+mod AggressiveAI" to the game launch command line.



Update:



Version 1.1.0:

AI-Colony-Ships now use the basic engine. This does not apply for the Pilgrim as those don't have enough space to fit it in.



Update:



Version 1.2.0:

Merged Registry.xml with the one from 1.0.63 to achieve compatibility with Virtual Awakening.

Removed several files that become or already were unneccessary for Virtual Awakening.



Version 1.2.1:

Merged several files with 1.0.65 that had been altered since 1.0.63.



Version 1.2.2:

Merged with "Fixes" Mod and tweaked some of the Building-Preferences for Governor and AI.
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12 years ago
Jan 24, 2013, 4:42:23 PM
Ail wrote:
Yes, that should actually be pretty easy. When I'm at home in an hour or so, and I remember, I can have a look at the files and then tell you what to do to reenable Ressource-Trading.


Thanks Ail.



Does the AI do any resource trading with other AIs?
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12 years ago
Jan 24, 2013, 5:14:41 PM
JetJaguar wrote:
Does the AI do any resource trading with other AIs?


Yes, all the time.

It's very easy to determine what they do:

The things they offer to you is about the same stuff they offer to other AI's aswell. And they offer a lot of Ressource-Trades.

In earlier versions they felt different about tech-trading aswell but according to the Devs there was a massive exploit with that so they changed it in a way that the AI hardly wants to trade tech anymore.
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12 years ago
Jan 24, 2013, 6:08:12 PM
Go to Simulation\Term.xml and find:




StrategicResourceBasePrice="300" StrategicResourceFactor="25" LuxuryBasePrice="150" LuxuryFactor="50"

PriceCoef="1"

AttitudeMalusCoef="0" HyperbolaCoef="80" AttitudeMalusOffset="-30" AttitudeTrendCoef="0"

PriceOffset="0" PriceMin="0" PriceMax="10"

LuxuryResourcePrices="2;2;2;6;0" StrategicResourcePrices="4;2;2;4;0">



%DiplomacyResourceTermTitle

%DiplomacyResourceTermDescription









(should be at the very bottom)



Now replace "DiplomacyBonus8" by "DiplomacyBonus1Swarm;DiplomacyBonus2" and Ressource-Trading should once again work.
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12 years ago
Feb 3, 2013, 10:45:28 PM
Added an Enginge to the Colony-Ship default-design.

Does not apply for the Pilgrims who don't have enough space for that.
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12 years ago
Feb 17, 2013, 2:15:47 PM
It's not a "guide" it's a couple of templates.

And yes, they follow it really strictly while not caring about MP at all.

When the game was first released those templates were beyond terrible. They are much better now but of course still not as good as what good players do.

If someone had input for templates that he feels improve the AI, I would certainly not neglect them. But I feel they have more pressing issues on other aspects.
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12 years ago
Mar 10, 2013, 10:40:43 PM
New version in first post.

Should be compatible with "Virtual Awakening".



I will probably have a better look once the patch is actually realesed. The reworked way of how the AI uses heros could potentially mean that there is new potential to mod it even better.
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12 years ago
Mar 11, 2013, 12:15:10 AM
Ail wrote:
New version in first post.

Should be compatible with "Virtual Awakening".



I will probably have a better look once the patch is actually realesed. The reworked way of how the AI uses heros could potentially mean that there is new potential to mod it even better.




What did you do to improve the AI's use of Heroes?
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12 years ago
Mar 11, 2013, 1:13:37 AM
Foraven wrote:
What did you do to improve the AI's use of Heroes?


Mostly complain about how bad it was and suggesting how it should work. Like in this video:





In the Virtual-Awakening Beta I still found some things about how to further improve it via modding.



But as I said, I don't know how the final version of VA will be different from its beta so I'll have to look into it once the patch is out so to see what still needs to be done.
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12 years ago
Mar 11, 2013, 1:39:39 AM
Ail wrote:
In the Virtual-Awakening Beta I still found some things about how to further improve it via modding.



But as I said, I don't know how the final version of VA will be different from its beta so I'll have to look into it once the patch is out so to see what still needs to be done.




Will the AI use more then on Hero in the next patch? Or just use them where it matters?
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12 years ago
Mar 11, 2013, 2:06:49 AM
In my game in the VA-Beta, also on Serious, the AI-Horatio had 5 Heroes by the midgame, most of them clones. The lowest was Level 11, the highest Level 20.



I was Craver and met them several times while invading our common enemy, the teal UE. Most of the times I met their fleets, they had a high-level hero with them and would blockade me. I got only one of the UE's systems and they got all the rest.



They ended up second behind the winning Amoeba. I was 4th among the remaining races. All of them had at least 3 heros.
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12 years ago
Mar 11, 2013, 2:39:30 AM
Ail wrote:
In my game in the VA-Beta, also on Serious, the AI-Horatio had 5 Heroes by the midgame, most of them clones. The lowest was Level 11, the highest Level 20.



I was Craver and met them several times while invading our common enemy, the teal UE. Most of the times I met their fleets, they had a high-level hero with them and would blockade me. I got only one of the UE's systems and they got all the rest.



They ended up second behind the winning Amoeba. I was 4th among the remaining races. All of them had at least 3 heros.




Nice, so that mean we will have more of a challenge when the new version hit. Do the AI also get more clever when using it's heroes in systems instead of fleets?
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12 years ago
Mar 11, 2013, 10:29:48 AM
The winning Amoeba only had System-Heroes.



Since one of them was sitting on a 4/4 system, I had critizised the mechanism of what systems where picked for the heros and suggested to use the following formula:



Assign the Hero with priority to the system where the result of MaxPopulation²/CurrentPopulation is the highest.

This should assure that early on the least developed systems get a hero but eventually they are moved to systems with the highest population to reap the most benefits of it.



I was told this will be implemented, so we'll have to see once the patch hits.



So yes, it is definitely going to be much better all over the board.
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12 years ago
Mar 11, 2013, 11:12:30 AM
Ail wrote:
So yes, it is definitely going to be much better all over the board.




Good news then smiley: smile.



Edit: How much did you borrow from the beta to improve the AI?
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