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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Tarsus Defensive and Diplomatic AI Version 0.6 Alpha Release (Download)

maran's picture
Submitted by maran on Sat, 2006-12-09 15:31. SE:V MODs

-=Tarsus Defensive and Diplomatic AI Version 0.6 Alpha=-

After much blood, sweat and tears, an Alpha testing version of my new Tarsus Race is available for download.

This is not a mod, it contains 3 races which can be used with your stock game, with a great deal of additions and alterations of their AI or 'brain'.

This is suitable for testing purposes only but seems to be performing up to 300% better than the standard AI's on larger galaxies, I stress seems from a stats point of view.
It may be perfectly stable and I would wager it is much more effective than the standard AI's in 90% of the situations you can put it in, but it requires testing before being at a stage suitable for everyone to just pick up and use.

Ignore the readme installation instructions! Read below

Rilo57 wrote:

In the Data/Ministers folder you can add a new profile for instance your new race, then when your doing your "empire setup" on the empire details page the last tab is "overall minister style" when you click on this arrow you can choose your races minister style. I guess this implies that a fully automated eniemy race is basically on full minister control.

Normally this folder just points towards default scripts, but they could point towards your new race files.

Thank you rilo Smiling
The readme and needed files will be fixed in 0.7, out in a few days, if everythings working okay.

Mirrors:

Filefront
http://www.fileplanet.com/171440/170000/fileinfo/Tarsus-Defensive-AI---v0.6-Alpha

Uploading.com
http://www.uploading.com/files/ETQJG7BL/Tarsus_Defensive_AI_0.6.rar.html

Rapidshare
http://rapidshare.com/files/6791753/Tarsus_Defensive_AI_0.6.rar

Modders/Race designers feel free to look at and use the source code, use Tarsus as a base for your own races or AI's if you like, just credit me if you do and keep the Tarsus readme intact.

As stated there will be errors in this release as i've altered and put in about 100 hours worth of work but what I am extremely interested in is the AI's core strategy and how to improve it, expansion, research, ship design and diplomacy etc.

The AI still makes mistakes in many respects (such as repeatedly sending ships through a wormhole, mm if your there please give them a memory Eye-wink ) but there are many, many improvements i've made and which are planned; i've learned heaps about the AI and how to manipulate it, the most advance stuff I am just beginning to replicate.

This is a peaceful, diplomatic AI, so if it performs that role in a tech rush sort of way, its working as it should.

I already have an AI called 'the hive' in design which, lets just say, is the complete opposite in terms of design, Valexi and Rimworld are in development as unique AI's also.

Any feedback or suggestions you have, please post them here.

One final note please:

=READ THE README=

Thanks and happy gaming

‹ Unnamed's Upgraded Stock AI Mod version 1.03 Released Drones - An Idea ›
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maran's picture

Quickstart for adding a custom race.

Submitted by maran on Sat, 2006-12-09 16:42.

It has been brought to my attention that you can use the quick start option to add custom races into the game by putting them in the settings.txt file, whether this will work for new AI's also is still not certain but it certainly will be simpler than my methods in the readme file, so its worth trying.

Anyway I thought it might be something to bear in mind when your installing the Race for testing.

---

Tarsus Race and new AI for Download! v0.6
Consult the great SEV Wiki

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Rilbur's picture

Congrats

Submitted by Rilbur on Sat, 2006-12-09 21:53.

Since no one else has done so, let me congratulate you on getting an AI together, much less working on three at once. Good luck, and while I don't have a lot of time to play with your AI -- I'm working on my own mod Laughing out loud -- I sincerly want to congratulate you on coming up with a peaceful based AI. I've never liked how readily most AIs go to war, and if you truly have come up with a peaceful AI, I wish other developers would copy it.
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Thy Reaper's picture
Mod Designer

Weee!

Submitted by Thy Reaper on Sat, 2006-12-09 21:59.

I've been watching your progress in the discussion thread on in the general forum, and I'm quite happy to see you have released the first version. I'm definitely going to try this out, and good luck on further versions and the warlike AI.

-----
Give me atmopshperic manipulation cannons, or give me death!

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Rilbur's picture

Warlike AI

Submitted by Rilbur on Sat, 2006-12-09 22:11.

BTW, a suggestion on the warlike AI... PLEASE try and make it throw larger fleets around at defended warp points. I recognize you'd need the AI memory to make that happen effectivly, but at the VERY least make them use larger assault fleets than they do ATM.

I'm SICK AND TIRED of having them nibble, constantly, instead of sending in effective assault forces. Defeat in detail is only fun when I'm doing it because I'm smart, not the enemy is stupid.
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cordas's picture

Cheers for the upload will

Submitted by cordas on Sun, 2006-12-10 05:47.

Cheers for the upload will give it ago when I feel remotely human again.

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maran's picture

Thanks and fleet strength information.

Submitted by maran on Sun, 2006-12-10 06:35.

Rilbur wrote:
Since no one else has done so, let me congratulate you on getting an AI together, much less working on three at once. Good luck, and while I don't have a lot of time to play with your AI -- I'm working on my own mod Laughing out loud -- I sincerly want to congratulate you on coming up with a peaceful based AI. I've never liked how readily most AIs go to war, and if you truly have come up with a peaceful AI, I wish other developers would copy it.

Thanks its been a lot of fun, reminding me of why I almost became a programmer Smiling And as this is an alpha version, i've got some of the best parts in front of me, tweaks to ship designs and new ones like missile boats for the hive race, research/intel and the more advance AI orders to improve the AI's overall intelligence and such.

Thy Reaper wrote:
I've been watching your progress in the discussion thread on in the general forum, and I'm quite happy to see you have released the first version. I'm definitely going to try this out, and good luck on further versions and the warlike AI.

Thanks Smiling, my big concern when releasing this was not raising everyones expectations too much, as this has been a learning process for me, as the threads i've been posting in will demonstrate. But at least I and anyone who wants it, has a stronger base AI now to improve upon for their races.

Rilbur wrote:
BTW, a suggestion on the warlike AI... PLEASE try and make it throw larger fleets around at defended warp points. I recognize you'd need the AI memory to make that happen effectively, but at the VERY least make them use larger assault fleets than they do ATM.

I'm SICK AND TIRED of having them nibble, constantly, instead of sending in effective assault forces. Defeat in detail is only fun when I'm doing it because I'm smart, not the enemy is stupid.

I have no idea if its working as a general rule but i've done a few things on this front:

1, 1 Fleet per 20 colonies, I believe the stock one was around 15, thus you get 25% or so stronger AI fleets.
2, 130% strength AI Attack orders. The AI will build up rather than attack for a further 30% then the calculation had previously.
3, Obviously stronger ships, point defense, combat sensors, ecm's, rechargers etc. There is room to improve this but there always will be and I wanted to get something out now to test the other area's of the AI.
4, More defense orders, that is the AI will defend more incidents before it attacks. This is the most uncertain alteration for me, it could mean the AI has more ships on each defend order, rather than sets more defend orders; something for testing anyway.
5, Stronger focus of research on key area's.
6, Many more shipyards, many more max ships per colony. All ship types increase as the number of colonies increase, rather than just the 4 designs that did previously (thus making all other types of design not used in larger AI empires as their priority was tiny, read mines, weapon platforms, troops...)
7, Increased spending on ships. A big realisation for me was, if ship spending is at 70% then only 70% of resource income will be spent on ships, even if that 30% is doing nothing else.

So it makes sense to keep ship spending high for most situations, otherwise AI shipyards are just sitting there. In future versions I want a more intelligent calculation built in here, one of the things perhaps version 0.7+ will have.

Anyway All this means bigger fleets, I hope, feedback will tell me for sure Smiling

cordas wrote:
Cheers for the upload will give it ago when I feel remotely human again.

Smiling I was slightly hungover myself but I blame the barman.

---

Tarsus Race and new AI for Download! v0.6
Consult the great SEV Wiki

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All to the good

Submitted by evilginger on Sun, 2006-12-10 07:00.

Just to say I ran a stock game with the Tarsus AI last night just a short one lasted until this morning and have nothing bad to report about the Tarsus AI and would note that it was the Last AI standing apart from my neutral protectorates. It’s not very warlike but it builds a good empire and runs a reasonable war of attrition. Needs some work on repairing its damaged ships I think? But I will be able to tell you more when I go back and look at the game from god mode and dig in to what the AI's are up to in saved games.

You very much seem to be getting some where good. It’s not quite as tough as the Balance Mod AI's yet but you are working with stock and Captain Quock did Mod a lot of the rest of the game to make it easier for the AI and is a beta tester I believe so he had seen the innards of the game for longer than most of us players. This is very much the sort of thing I was after and I think the game needs.

One thing to also note the AI did make an alliance with a couple of neutral empires which resulted in one nasty battle when I forced a warp point I had scouted and found a fleet of frigates and destroyers. Three turns later when my fleet crossed it as opposed to the suicide scout there was a bigger fleet of the same as I expected and a Tarsus squadron of about the same number of light and heavy cruisers. I won but it was very pyrrhic as what was left of my fleet had to hang round and wait for the repair ship to fix them up and a lot of reinforcements to rebuild its strength. The pity was that no more Tarsus forces entered the system and I rolled the hostile neutral empire up there after, but it’s a start

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cordas's picture

Right, I almost functional

Submitted by cordas on Sun, 2006-12-10 08:35.

Right, I almost functional now and am installing your AI, I can't see any instructions on what to do with the Tarsus AI Source Code folder.... Is this just there so people can see what you have done or do i need to move it to a certain location?

Also have you altered the AI for just your races, or are their some global changes as well?

Off to find coffee and fried food.

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maran's picture

Repair/Resupply, Source Code Directory.

Submitted by maran on Sun, 2006-12-10 09:35.

evilginger wrote:
Just to say I ran a stock game with the Tarsus AI last night just a short one lasted until this morning and have nothing bad to report about the Tarsus AI and would note that it was the Last AI standing apart from my neutral protectorates. It’s not very warlike but it builds a good empire and runs a reasonable war of attrition. Needs some work on repairing its damaged ships I think? But I will be able to tell you more when I go back and look at the game from god mode and dig in to what the AI's are up to in saved games.

A few things for the next release:

I am altering supply and repair orders, I am also putting in repair and supply ships to fleets for the next release.

A re-Supply order in stock is currently set when a ship in a fleet reaches 50% supply, I intend to make this 66%, just to help with supply issues.

Repair seemed to be set only when the ship was damaged to 50% or sometimes less in stock, i've made it repair when it reaches 90% hull and done some work on the components, if 5% or more of an AI's components are damaged it will repair.

Do you think this is too much or little?

evilginger wrote:
You very much seem to be getting some where good. It’s not quite as tough as the Balance Mod AI's yet but you are working with stock and Captain Quock did Mod a lot of the rest of the game to make it easier for the AI and is a beta tester I believe so he had seen the innards of the game for longer than most of us players. This is very much the sort of thing I was after and I think the game needs.

Smiling thank you for the encouragement, with a bit of tweaking and testing we'll make an AI to fear. More so that ever, I believe with the access we have to the code, its possible to make an AI that can beat most players.

evilginger wrote:
One thing to also note the AI did make an alliance with a couple of neutral empires which resulted in one nasty battle when I forced a warp point I had scouted and found a fleet of frigates and destroyers. Three turns later when my fleet crossed it as opposed to the suicide scout there was a bigger fleet of the same as I expected and a Tarsus squadron of about the same number of light and heavy cruisers. I won but it was very pyrrhic as what was left of my fleet had to hang round and wait for the repair ship to fix them up and a lot of reinforcements to rebuild its strength. The pity was that no more Tarsus forces entered the system and I rolled the hostile neutral empire up there after, but it’s a start

Glad to hear they gave you a good fight, I am fiddling with the AI orders file now and i'll see what I can come up with for launching a quick surprise attack.
Can I ask how you beat them, numbers or a certain ship design?

Thanks for the feedback and testing!

cordas wrote:
Right, I almost functional now and am installing your AI, I can't see any instructions on what to do with the Tarsus AI Source Code folder.... Is this just there so people can see what you have done or do i need to move it to a certain location?

All three races have all they need in their directories, the AI source code folder is just for developers, modders and people who are curious to look through.

cordas wrote:
Also have you altered the AI for just your races, or are their some global changes as well?

I haven't altered anything so your game will remain the same, this will always be the case with my custom races, it will also allow you to test how my AI performs next to the standard ones.
This is the main reason I added all three races to the zip, I play with all of them in so as to get the most comprehensive test per game, as it effectively tests it three times Smiling Their all using the same AI in this zip, the Tarsus one.

Good luck Smiling

Here is another big one for the next release:

Changes:
v0.61 Calculate Fleet strength AFTER repair and retrofit orders.

---

Tarsus Race and new AI for Download! v0.6
Consult the great SEV Wiki

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The aliance battle

Submitted by evilginger on Sun, 2006-12-10 09:58.

I won the battle I spoke of above by brute force and better tech and some luck my ships out classed those of the neutral's AI massively 20+ TL so those would not have been a problem except that the Tarsus force was slightly bigger than mine and fairly well built and not that far behind mine guess 5 ish TL's and as it consisted only of cruisers and Light cruisers and my fleet had some frigates and destroyers it out massed mine quite a lot the win point occurred when most of the neutral AI's small ships which where a mix of DUC and CSM armed ships broke and ran I assume that they ran out of supplies of ordinance.

I was then able to concentrate on the Tarsus squadron and there was a very brutal slugging match which I won by dint mostly of having more advanced weapons and slightly tougher ships but it was close. Some of the Tarsus squadron seemed to also run out of ordinance which helped but they also had meson blasters so stayed in the fight till destroyed. The battle ended with me chasing down the escaped surviving neutral AI ships which took a couple more very one sided fights.

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maran's picture

Thanks for the feedback, the AI has extra ordinance now.

Submitted by maran on Sun, 2006-12-10 11:44.

evilginger wrote:
I won the battle I spoke of above by brute force and better tech and some luck my ships out classed those of the neutral's AI massively 20+ TL so those would not have been a problem except that the Tarsus force was slightly bigger than mine and fairly well built and not that far behind mine guess 5 ish TL's and as it consisted only of cruisers and Light cruisers and my fleet had some frigates and destroyers it out massed mine quite a lot the win point occurred when most of the neutral AI's small ships which where a mix of DUC and CSM armed ships broke and ran I assume that they ran out of supplies of ordinance.

I was then able to concentrate on the Tarsus squadron and there was a very brutal slugging match which I won by dint mostly of having more advanced weapons and slightly tougher ships but it was close. Some of the Tarsus squadron seemed to also run out of ordinance which helped but they also had meson blasters so stayed in the fight till destroyed. The battle ended with me chasing down the escaped surviving neutral AI ships which took a couple more very one sided fights.

Thanks Smiling, i'll stick one extra ordinance slot on all Tarsus ships over 500kt, easily done.
Additionally I am going to reduce the attack weight percentage for allied ships, allied ships will only count for 75% of their current value when Tarsus decides to attack.

For 0.7 I'm also giving the AI more randomness to their attacks. An example: sometimes the AI will want to engage a more heavily defended system if they think they can beat its defenses, previously it would count that as a negative when choosing a target selection, always going for the easy target.

Thus the larger fleet battles people wanted were often avoided, I should add it still requires the 150% value over its target to attack. Additionally the AI has a random chance of going for a low value, weak target over a bigger and more valuable one.

In 0.7 you really never know which system its picking now, which is a better way of doing it I think.

---

Tarsus Race and new AI for Download! v0.6
Consult the great SEV Wiki

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cordas's picture

Sounds like a good plan to

Submitted by cordas on Sun, 2006-12-10 12:44.

Sounds like a good plan to me. Have started my 3rd new game (wish you could force the game to choose certain AI races easier *GRRR*) and have yet to meet with your improved AIs.

I have noticed a couple of things that I don't seem to think conected to your mod but....

I have what looked like the repeated combat bug from 1.13, the Abbidonians (treacherous scum that they are) decided to attack a peacefull trade colony I had established in their home system (with the express aims of better our trade relations). They sent 2 frigates that both got mauled by my trade platforms (purely a shop window advertising my latest design in CSM and armour). The cowardly scum fled and managed to escape, at which point they imediately re-initeated combat, the lass damaged ship fled out of the combat zone but the slower one was not able to flee before the time limit and again re-established combat not managing to flee it didn't attack again.

In a different combat about the treacherous Terrans this time, they launched a suprise attack on a ship returning to be resupplied in ordinance and was able to flee from them but unable to leave the combat.

The other thing is that I seem to have gone back to 1.08 maps where you get loads of gas clouds, black holes and asteroid systems. I have kept the same map option as I was using previously and would only get maybe 1 out of 10 non planet systems, in my current game it seems closer to 50-50.

Not sure how any of these could have anything to do with your mod, but they are all problems I had in previous versions of SEV and haven't experienced in 1.17.

The only changes I have made to the settings file is to add your 3 races to the list of empires.

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Keep up the goodwork

Submitted by Vermithrax on Sun, 2006-12-10 12:48.

I'm not a modder that can give you expert feedback, but I can say this is exactly what SE5 will need for good solo play. I got a lot of mileage out of SE4 with TDM and Fyron's Quadrant Mod. I do appreciate all you modders and those doing shipsets as well.

When you get this a little further along it sounds like something I'll want to try.

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maran's picture

Odd Bug Suggestions

Submitted by maran on Sun, 2006-12-10 13:21.

cordas wrote:
Sounds like a good plan to me. Have started my 3rd new game (wish you could force the game to choose certain AI races easier *GRRR*) and have yet to meet with your improved AIs.

Sad to here your having problems, Personally I haven't used the quick start setting to test if its going to put the AI into the game, if you force the empires using the method in the readme however, to 6, 7, 10 etc and have that amount of race folders in your empires directory they will be in every time Smiling

If you use the quickstart option, you'll know very quickly if the AI is in the game based on the score they are racking up over the other AI's, I will give the quick start setup some testing before I can say for certain if its working, for now you'll have more certainty from using the Readme's method.

cordas wrote:
I have noticed a couple of things that I don't seem to think conected to your mod but....

I have what looked like the repeated combat bug from 1.13, the Abbidonians (treacherous scum that they are) decided to attack a peacefull trade colony I had established in their home system (with the express aims of better our trade relations). They sent 2 frigates that both got mauled by my trade platforms (purely a shop window advertising my latest design in CSM and armour). The cowardly scum fled and managed to escape, at which point they imediately re-initeated combat, the lass damaged ship fled out of the combat zone but the slower one was not able to flee before the time limit and again re-established combat not managing to flee it didn't attack again.

In a different combat about the treacherous Terrans this time, they launched a suprise attack on a ship returning to be resupplied in ordinance and was able to flee from them but unable to leave the combat.

The other thing is that I seem to have gone back to 1.08 maps where you get loads of gas clouds, black holes and asteroid systems. I have kept the same map option as I was using previously and would only get maybe 1 out of 10 non planet systems, in my current game it seems closer to 50-50.

Not sure how any of these could have anything to do with your mod, but they are all problems I had in previous versions of SEV and haven't experienced in 1.17.

The only changes I have made to the settings file is to add your 3 races to the list of empires.

My races do not modify anything but themselves, thus they can't effect the game settings or its options. Regardless try going through the readme's way of setting up the game to test if its something to do with the quick start.

I have never had the bugs you describe and nothing i've included with the AI's could cause them. If you need to check for peace of mind just delete the three race folders and everything you have downloaded will be uninstalled.

Vermithrax wrote:
I'm not a modder that can give you expert feedback, but I can say this is exactly what SE5 will need for good solo play. I got a lot of mileage out of SE4 with TDM and Fyron's Quadrant Mod. I do appreciate all you modders and those doing shipsets as well.

When you get this a little further along it sounds like something I'll want to try.

Thank you for the encouragement Smiling

---

Tarsus Race and new AI for Download! v0.6
Consult the great SEV Wiki

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Rilbur's picture

Map

Submitted by Rilbur on Sun, 2006-12-10 13:44.

There are certain quadrant types which come with lots of black holes and nubelae -- can quickstart select those?
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It's nice to see people

Submitted by JakeCourtney on Sun, 2006-12-10 15:24.

It's nice to see people working on AI already. It's really needed.

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Hum...

Submitted by Fallen Haven on Sun, 2006-12-10 16:46.

Maran :

I'm currently making an extensive mod for Se5 and one of the area i did not do much is the AI. Well, i'm not done ballancing my weapons and research so there was no point looking at the AI but seem your work could greatly help mine Smiling. I'm looking forward for your updates...

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maran's picture

Quickstart Quadrant types.

Submitted by maran on Mon, 2006-12-11 06:08.

Rilbur wrote:
There are certain quadrant types which come with lots of black holes and nubelae -- can quickstart select those?

They could well do, which would give rise to cordas's quadrant type being different to what he is used to. I don't know much about quickstart, having not used it a great deal and I have yet to find a 'quickstart' setting file or any code to further manipulate it beyond the data\settings.txt file

JakeCourtney wrote:
It's nice to see people working on AI already. It's really needed.

Glad you are interested in the work, post if you test any of the AI's I will be releasing Smiling

Fallen Haven wrote:
Maran :

I'm currently making an extensive mod for Se5 and one of the area i did not do much is the AI. Well, i'm not done ballancing my weapons and research so there was no point looking at the AI but seem your work could greatly help mine Smiling. I'm looking forward for your updates...

You're welcome to take what you need Smiling, good luck with your mod. If you could leave any readme intact from the version you use, mostly because of the credits section where i'll be putting who has helped me get the AI to this point.

Version 0.7 is reasonably close I think, I just need some testing to make sure its running reasonably well.

---

Tarsus Race and new AI for Download! v0.6
Consult the great SEV Wiki

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cordas's picture

Turn 39 1st god look.

Submitted by cordas on Mon, 2006-12-11 07:11.

How often are you making the AI update their ship and unit designs? Also what are the rules they have for creating new classes of ship.

I ask because in my current game I have both the Tarsus and Valexi. I have just had my 1st god look at the game (turn 39) and noticed a couple of things on this that might need to be adjusted.

The Tarsus had a design for frigate that was only using about 240tons out of a possible 325, it was also using lvl 1 Ion engines. At this point they had access to destroyers and contra engines (lvl 4). I also noticed that they where building space stations that had far more crew quaters and life support than they required.

When checking the Valexi, they didn't have an attack ship in their list of ships that could be constructed. Again they had space stations with more than the required numbers of CQ and LS modules.

Both races seem to be doing a reasonable tech research job, the Tarsus are 1st myself 2nd and the Valexi 3rd.

They also seem to be doing facility upgrades, the Tarsus where better on this than the Valexi. I checked the home world and saw they had both updated some facs, that said I hit the auto-update and the Tarsus didn't have much to do, but the Valexi had a whole load of stuff that needed upgrading (this could be that I happened to check just before they where about to do an upgrade cycle).

On the treaty side of thing, neither race had signed upto any really stupid treaties, but I was able to get the Tarsus (not met the Valexi yet) to agree to 30% trade, allow 1 way migration (them to me) and a sharing of 4 gen old techs. A couple of turns later I was able amend this treaty so that they gave me all their non racial techs.

I have noticed both AIs like to make a non-agression treaty as a 1st move and seem to want to build on that, but I haven't seen how they go about this.

It also seems that both races have hundreds of colony ships (and loads of colonies) It might be an idea to slow down their expansion as they get larger and make them concentrate a little more securing their colonies. As I said the Valexi have no combat ships, and the Tarsus have ones that are very old.

On a note I just went back into the game to check somethings for this post and played another turn watching the Tarsus (who I had built a better design of frigate for) and saw that they tried to upgrade a fleet of their old frigates to my new version Smiling The only problem was that it was too expensive for them, this makes me wonder if the AI will try repeatedly to upgrade these ships, or will jsut scrap them, or does it have a memory that these ships can't be upgraded.

Hope this gives you a couple of things to think about Smiling

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cordas's picture

p.s.

Submitted by cordas on Mon, 2006-12-11 08:46.

I might have told the Tarsus fleet to upgrade, not sure if it was me or the AI.

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maran's picture

cordas wrote:Hope this

Submitted by maran on Mon, 2006-12-11 11:19.

cordas wrote:
Hope this gives you a couple of things to think about :)

It does indeed, though it isn't as simple as you might think to alter some of those things, though some can be adjusted immediately, others will alter performance in other area's, I will try to explain Smiling

cordas wrote:

How often are you making the AI update their ship and unit designs? Also what are the rules they have for creating new classes of ship.

I ask because in my current game I have both the Tarsus and Valexi. I have just had my 1st god look at the game (turn 39) and noticed a couple of things on this that might need to be adjusted.

Is the Tarsus frigate an actual design rather than a ship in use? If so the engines point is a retrofit issue rather than a design issue.

As for designs, they are made every 4 days after the initial ones creation, If they can be, hmm if. Its probably due to the crew quarters and life support answered below.

cordas wrote:

The Tarsus had a design for frigate that was only using about 240tons out of a possible 325, it was also using lvl 1 Ion engines. At this point they had access to destroyers and contra engines (lvl 4). I also noticed that they where building space stations that had far more crew quaters and life support than they required.

Thank you for the bug report, I see it now myself. It is odd but I think I know why it is doing this. as you progress please tell me if this is still hapenning, when the AI has shield rechargers, point defense, ecm and combat sensors there should be no wasted space.
If so can you report this to be the case or indeed not be the case, not only have you found the bug but also how to solve it for me!

It could be either of these two reasons

1,

That i've left too higher hull percent for addition and misc tech and the AI isn't adding them or doesn't have them to add.

I'm going to force these percents to be dependent on game date (thus technology level), i'm not sure if it'll work as easy as that though.

2,

It could be that because i'm forcing combat sensors, ecm's, shield rechargers and such. That is if they are not there, then the ship cannot use the space for anything else.
I've just put in a few simple 'if tech is available' statements which should clear this point it up, if not I can force a lower tech to replace them when they are not there, such as armor.

cordas wrote:

When checking the Valexi, they didn't have an attack ship in their list of ships that could be constructed. Again they had space stations with more than the required numbers of CQ and LS modules.

The crew quarters and life support are a difficult one to alter, i've tweaked it more so in version 0.7 but let me explain why:

Previous a check against the tech level of crew/life support quarters was not possible from my coding knowledge. Thus I have to balance ship hull size against the possible tech levels in crew/life support the AI could have at a particular time it reached a hull tech and its a guessing game really.

All this means some additional life support and crew quarters are required to take account of adverse situations.
A 2000 kt ship requires 400 crew for instance, now I can assume the AI will have level 2 crew quarters by that time. So thats 4 components of each on that design but will it have tech 3 or 4+, who know's without testing.

I am going to try an experimental system that might allow me to Get_Player_level in a particular tech to sort this out once and for all, its something i've been trying to perfect since 0.3.

I have just added the master computer to negate all this in bigger ships though, anything over 500kt in v0.7 won't have any efficiency problems when that is researched.

cordas wrote:

On the treaty side of thing, neither race had signed upto any really stupid treaties, but I was able to get the Tarsus (not met the Valexi yet) to agree to 30% trade, allow 1 way migration (them to me) and a sharing of 4 gen old techs. A couple of turns later I was able amend this treaty so that they gave me all their non racial techs.

I have noticed both AIs like to make a non-agression treaty as a 1st move and seem to want to build on that, but I haven't seen how they go about this.

On the treaties I can stop them signing up to give you tech's and migration but the less treat options they like, the harder it is for initial good AI - AI relations. As when another race asks them for this treaty element, they will refuse them as they would you, thus frustrating the initial treaty exchange with an AI (and confusing some players as to why they are not excepting a treaty which has many elements, any of which could be causing a problem)
So I have to be careful how I alter these elements, I will stop the one sided tech treaty but I am not so concerned for the migration, unless you think it would worth it versus the payoff of the additionally hostility the AI might get from other AI players.

cordas wrote:

It also seems that both races have hundreds of colony ships (and loads of colonies) It might be an idea to slow down their expansion as they get larger and make them concentrate a little more securing their colonies. As I said the Valexi have no combat ships, and the Tarsus have ones that are very old.

On a note I just went back into the game to check somethings for this post and played another turn watching the Tarsus (who I had built a better design of frigate for) and saw that they tried to upgrade a fleet of their old frigates to my new version Smiling The only problem was that it was too expensive for them, this makes me wonder if the AI will try repeatedly to upgrade these ships, or will jsut scrap them, or does it have a memory that these ships can't be upgraded.

Yes they expand rather fast in the expansion phase Smiling, they won't enter a defense or attack phase unless they have at least 2 enemies or 1 war.
Even when they enter their defense/attack phase they should still expand quite well.

I could make it so they stop expanding so much after x number of colonies or x amount of time, the trouble with this approach is, what galaxy size do I cater it for? I could make them take a break after x number of colonies and defend for a bit but again what galaxy size should I aim for? This is really the only way I can see of doing it at present though. There might be another way but while I work on that I can tweak the values so attack ships are built at a higher priority after x number of colonies are present, I do this in a limited capacity already.

Do a test though and declare war on them, see what happens when they gain two enemies or go into war Eye-wink, I think you'll find an explosion of defensive ships suddenly being produced.

The upgrading could be due to my setting of a higher number of retrofit ships at one time, I'll tweak this number to be relative to the amount of colonies present, thanks

At present they retrofit up to 20 ships but now I can see why the original AI had less, trouble is with less new designs and technology don't get to the front quicker.

Well a great bit of feedback, thank you very much.

---

Tarsus Race and new AI for Download! v0.6
Consult the great SEV Wiki

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Tarsus ships

Submitted by evilginger on Mon, 2006-12-11 12:33.

Have had a look at the ones I fought in the alliance battle as I saved the game just before I burst through the defended warp point as it happens so I took a gods eye look at the Tarsus squadron. found forty ships of six classes split pretty evenly between cruisers and light cruisers the majority of which where armed with a direct fire weapon and a seeker normally more direct fire weapons than seekers a few some of the light cruisers where only armed with seekers but both CSM's and torpedoes all of them had phased shields which explained the trouble I had with them as my fleets main weapon was Phased polaron beams and a reasonable level of shields and armour all of them had ecm combat sensors and most of the bigger ships shield regenerators.

The all seeker armed ships did not have enough ordinance on board for a sustained fight from what I could see but that said I didn’t notice these run out of ammunition in the battle which some of the others armed with Meson blasters and CSM's seemed to. None of the ships where using mounts that I saw and the tech level of the components on the ships where 5-10 Tls lower than mine and when I checked the design page about three levels lower than the Empire was capable at the best , which didn’t seem that bad really. The closest to the empire best where the shields the sensors and the ECM with weapons armour and shields being a bit behind that. The worst lag was the ships engines which where tl2 Contraterene ones and the empire could build Jacketed photon ones. Looking around the rest of the empire I found no other fleet that big though I did find plenty of fleets so it would seem that I had the ill luck to run into the Tarsus main battle fleet. I would attach the saved game to this but I am not sure which one it was in the save game folder.I made a lot om manual saves during that game.

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cordas's picture

bollocks to subject fields

Submitted by cordas on Mon, 2006-12-11 12:38.

maran wrote:

It does indeed, though it isn't as simple as you might think to alter some of those things, though some can be adjusted immediately, others will alter performance in other area's, I will try to explain :)

I know it ain't simple thats why I leave it to intelligent *COUGH mugs COUGH* people like you and Kwok to do Smiling I have enough problems just trying to figure out the quote system on this forum....

Quote:
Is the Tarsus frigate an actual design rather than a ship in use? If so the engines point is a retrofit issue rather than a design issue.

As for designs, they are made every 4 days after the initial ones creation, If they can be, hmm if. Its probably due to the crew quarters and life support answered below.

The frigate was a design and in production, by the look of it the design had been around for quite a few turns, they had gone up 4 lvls of hull design and started a new one, they had also gone up 4 lvls of ion engine and done at least 1 lvl of contra without updating the base design.

Quote:
Thank you for the bug report, I see it now myself. It is odd but I think I know why it is doing this. as you progress please tell me if this is still hapenning, when the AI has shield rechargers, point defense, ecm and combat sensors there should be no wasted space. If so can you report this to be the case or indeed not be the case, not only have you found the bug but also how to solve it for me!

I will keep an eye on it as the game progresses. I sorta understand what you say the problem is, if you can use a "getlevel" comand then it should be easy to figure out what components are available and how many they need.

cordas wrote:

When checking the Valexi, they didn't have an attack ship in their list of ships that could be constructed.

This is a fairly serious issue, since I created one for them they have been happy to use it and make new designs.

On a side note related to this, does the AI always build a new ship? Or does it auto-update old designs to create new ships.

Would it be possible to set up a counter that added one for each time a "ship building" tech updated? Then have it that it reaches 5-10 ship build points it would know to either auto-update a new ship or build a new design. You could even give different techs different points, so an upgrade in cargo is worth 1 points, a weapons or engines upgrade 2, better hull 3, new engine or hull class 5.

Quote:
I have just added the master computer to negate all this in bigger ships though, anything over 500kt in v0.7 won't have any efficiency problems when that is researched.

Assuming they have the tech to build a master computer Smiling Is there any tech used to protect computers? I know there are anti computer weapons. If so they will need some of that as well.

Quote:
On the treaties I can stop them signing up to give you tech's and migration but the less treat options they like, the harder it is for initial good AI - AI relations. As when another race asks them for this treaty element, they will refuse them as they would you, thus frustrating the initial treaty exchange with an AI (and confusing some players as to why they are not excepting a treaty which has many elements, any of which could be causing a problem)

I wouldn't go as far as banning them certainly, is there enough leeway in the system to again use a weighting where if I want 1 way migration then I need to maybe give something else in return such as old tech, star maps or communications with other races. I can that this is gonna open a real can of worms and will take a lot of sorting.....

Going back to an old idea of mine, if you could have a fear / contempt scale as well as a anger / like scale the more they fear you the more likely they are to accept treaties that favour you over them, the more they contempt you the more likely they are to demand in return.

Quote:
Yes they expand rather fast in the expansion phase Smiling, they won't enter a defense or attack phase unless they have at least 2 enemies or 1 war. Even when they enter their defense/attack phase they should still expand quite well.

I am playing on a medium size map and am now finding colony ships from both races flooding the entire galaxy, there will be nothing left for me to colonize soon *LOL* Looking at them in god mode they have probably over 50 colony ships each out roaming the galaxy looking for a home (I also gave the AI mod advantage) and there are only a few systems left they haven't entered.

Quote:
Do a test though and declare war on them, see what happens when they gain two enemies or go into war Eye-wink, I think you'll find an explosion of defensive ships suddenly being produced.

Once I have those benighted terrans off my back the Valexi are for it, they carry on sending colony ships into my systems and I don't like it Smiling

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cordas's picture

I have come across a few

Submitted by cordas on Thu, 2006-12-14 18:37.

I have come across a few things of note, and have a couple of suggestions.

In mid game (turn 70+) Your AI races are all running hundreds of colony ships around, I destroyed over 50 for Tarsus and about 75 for the Valexi and they still had more that looked like they where on their way somewhere. By this time most of the galaxy has been colonised or they have agreements that mean they can't colonise in systems.

Is it possible to put a conditional statement in the build queue, if you already have more than 30 colonisers total (all types) or 12 of type rock / ice / gas then do not build any new colony ships. This would at least give them more realisitc fleets, you could make the numbers variable and decrease as the game went long into the game, start at 25 of a type and reduce by 1 every 10 turns. (or something like that)

Your AIs don't build enough resupply depots to maintain their fleets efficiently. I tend to run a fleet of about 30-40 high end ships and will have at least 2 or 3 resupply depots in every frontline system (I try and keep my resupply over 7000 per turn), I will reduce the numbers as I ramp up production by fac upgrades. I don't rely on solar sails or quantum reactors in SEV as they simply don't produce enough to maintain a war fleet. I do however rely on organic ordanance vats, but thats only part of the solution.

I am now around 100 turns into the game and it seems your AIs are slowing down on facility upgrades, not sure why but I tend to check every 10 turns and it seems they are spending less and less time upgrading facs.

Your AIs keep huge fleets of obsolete frigates and destroyers (most of which have run out of supplies) in their home systems. Is it possible to put a conditional statement in to scrap these when they have more than X ships of a larger catergory, i.e. I have 5 light crusiers so I can start scraping a frigate for every new LC I build. These shups are also obselete as the AI stops upgrading them when it decides a larger hull size is its prefered build.

Or you could try giving the AI a number of "ship points" where attack craft are given a point rating based on their hull size. i.e. Frigate = 1, destroyer =2, crusier = 4 e.t.c. and when they get above 60 fleet points they will scrap frigates on a 1 per new build basis, and if they get above 80 fleet points then all frigates will be scrapped, if no frigates are left then start scrapping 1 destroyer per new build and so and so forth.

I have noticed on some cruisers the Valexi are putting 2 combat sensors and 2 ECM, this is obviously a waste of hull space. They are also ignoring PD. I haven't seen a Tarsus cruier yet so I don't know if they are doing the same thing.

Both races could do with using a little more PD as default.

Both races seem to prefer lots of armour over sheilds.

I have seen the Valexi sign upto a treaty that means they can't make treaties with other races.

The Valexi seem to have stopped building research centers (or their RPs haven't really increased in about 15 turns). This also isn't helped as they aren't doing enough upgrading.

Neither race seems warlike enough either. I have been fairly agressive against the Valexi wipping out a could of their fleets and creating a colony in a system of theirs and they don't seem to want to hit back at me yet.

Also I have attacked a race that the Tarsus have a mutual protection pact with and the Tarsus have done nothing, I am also massing large amounts of military hardware in a system they have lots of colonies in, and they are still Aimiable with me.

Both races are building defences on their planets.

Hope this helps a bit with your next build.

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Pd On Tarsus ships

Submitted by evilginger on Thu, 2006-12-14 18:58.

They do use PD on larger ships but seldom more than one or two which is generally not enough to save you from a missile swarm. As we all know Missile swarms are not that hard to create

I don’t think that the AI should necessarily abandon smaller ships when larger become available as a max tl frigate hull with a beam mount and an auxiliary seeker is a first class and relatively cheap picket ship or scout. It should scrap unnecessary ships and keep those it has up to date and in supply as far as possible. It might be necessary to introduce a conditional statement which causes ships which are too obsolete to upgrade to be scraped. It is however quite possible to keep a hull in service more or less indefinably if you upgrade little and often. This is generally what I do especially with core system defence fleets

Not tried the Valexi out yet but I have the Tarsus in every game so far and they do, do a lot better in the stock game than the stock AI

Colony ships
Not seen these hordes of colony ships myself so cant comment on this much but it might be an idea to later in the game drop the priority of colony ships unless the AI has a valid target to colonise. I generally stop building colony ships during a consolidation phase and if I have stopped expanding as I will do when I have come up against neighbours on all fronts I will only build more colony ships if I have developed or acquired the ability to colonise new types of world.

it occurs to me that the hordes of colony ships might be a result of the use of Ancient race for both races which will cause the race to see lots of targets and the fact that there is no way of knowing whether the target is already colonised.

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old little ships

Submitted by cordas on Thu, 2006-12-14 19:51.

evilginger wrote:
They do use PD on larger ships but seldom more than one or two which is generally not enough to save you from a missile swarm. As we all know Missile swarms are not that hard to create

I have seen both light crusiers and crusiers with no PD

Quote:
I don’t think that the AI should necessarily abandon smaller ships when larger become available as a max tl frigate hull with a beam mount and an auxiliary seeker is a first class and relatively cheap picket ship or scout. It should scrap unnecessary ships and keep those it has up to date and in supply as far as possible. It might be necessary to introduce a conditional statement which causes ships which are too obsolete to upgrade to be scraped. It is however quite possible to keep a hull in service more or less indefinably if you upgrade little and often. This is generally what I do especially with core system defence fleets

I have no qualms with upgrading small ships, I know they can be useful, its just that doesn't seem to be the way the AI works.

It tends to abandon older hull sizes, and so stops developing these ships fairly early on. Often when it has hordes of them... armed with pea shooters, no real supply / ord storage and slow engines. These I am sure will be used by the AI to calculate its own military strengh and therefore block the building of bigger better ships.

If you or any other modder can make the AI continue to develope these ships then great, they can be very valuable (although I tend to end up scrapping anything smaller than a light cruiser one way or another such as using them as mine sweepers and gate scouts.). That said it should still downgrade the value of these ships when it comes to regarding its military might. Even a dozen well armed frigates are going to struggle against a Human Cruiser of similar tech.

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The way the AI works...

Submitted by Fallen Haven on Thu, 2006-12-14 19:57.

It will always update ship designs with the biggest hull availiable, that's why it has a lot of old designs rotting because it doesn't update them anymore. The work around would be to assign special designs for each ship sizes instead of letting the AI choose the size of the hull (wich will invariably be the biggest one). This way the AI will have something to update it's old design to and probably avoid bankrupcy building huge number of large ships (or ships way bigger than they need to be).

I already plan to implement this in my mod. I already made a few test and it can be done quite easily.

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bankruptcy

Submitted by cordas on Thu, 2006-12-14 20:09.

Fallen Haven wrote:
This way the AI will have something to update it's old design to and probably avoid bankrupcy building huge number of large ships (or ships way bigger than they need to be).

Doesn't the AI use some kind of scoring system to workout how much military might it has, and how much it can support?

I must admit I haven't really seen an AI go bankrupt until their empire starts to vanish... and anyone who looses their empire will find bankruptcy an issue. I would have thought that having 10s if not of hundreds of obselete little hulks floating around draining supplies would be a far bigger issue than a fleet of large modern ships.

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Well, from what i could figure...

Submitted by Fallen Haven on Thu, 2006-12-14 22:03.

I'm sure the AI is quite capable of dealing with maintenance of all it's ships, though from what i could read on this board, it doesn't scrap obselete ships, it just wait for it's enemy to do it. Old designs are significantly cheaper to maintain, so they are not a significant drain for an Empire, though they can syphon supplies and ordnances that would be better used by newer designs. This game is really cheap on resupply, it's far quicker to build new ships fully loaded than wait for them to stock up... One of the first things i changed in my mod Smiling.

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Tarsus 0.7 and hive 0.1 AI's are close

Submitted by maran on Fri, 2006-12-15 10:48.

Okay I have been really busy coding and with RL work but 0.7 is quite close now, it addresses much of what has been covered and a bit more Smiling:

I have empire files for all empires now, to 5000, 3000 and 2000 race points, so no more random none sense thanks to rilo Smiling

evilginger wrote:
Have had a look at the ones I fought in the alliance battle as I saved the game just before I burst through the defended warp point as it happens so I took a gods eye look at the Tarsus squadron. found forty ships of six classes split pretty evenly between cruisers and light cruisers the majority of which where armed with a direct fire weapon and a seeker normally more direct fire weapons than seekers a few some of the light cruisers where only armed with seekers but both CSM's and torpedoes all of them had phased shields which explained the trouble I had with them as my fleets main weapon was Phased polaron beams and a reasonable level of shields and armour all of them had ecm combat sensors and most of the bigger ships shield regenerators.

The all seeker armed ships did not have enough ordinance on board for a sustained fight from what I could see but that said I didn’t notice these run out of ammunition in the battle which some of the others armed with Meson blasters and CSM's seemed to. None of the ships where using mounts that I saw and the tech level of the components on the ships where 5-10 Tls lower than mine and when I checked the design page about three levels lower than the Empire was capable at the best , which didn’t seem that bad really. The closest to the empire best where the shields the sensors and the ECM with weapons armour and shields being a bit behind that. The worst lag was the ships engines which where tl2 Contraterene ones and the empire could build Jacketed photon ones. Looking around the rest of the empire I found no other fleet that big though I did find plenty of fleets so it would seem that I had the ill luck to run into the Tarsus main battle fleet. I would attach the saved game to this but I am not sure which one it was in the save game folder.I made a lot om manual saves during that game.

cordas wrote:
The frigate was a design and in production, by the look of it the design had been around for quite a few turns, they had gone up 4 lvls of hull design and started a new one, they had also gone up 4 lvls of ion engine and done at least 1 lvl of contra without updating the base design.

I will keep an eye on it as the game progresses. I sorta understand what you say the problem is, if you can use a "getlevel" comand then it should be easy to figure out what components are available and how many they need.

Thank you both, upgrades have been fixed early in the designing of the 0.7 build. The AI is finally forced to upgrade every 5 turns but cannot do so with more than 40% of its attack ships, thus keeping 60% combat ready. The only issue remaining is, it does this even when it has no new components to upgrade but the trade off is its got brand new tech on its ships in waiting, always.

cordas wrote:

When checking the Valexi, they didn't have an attack ship in their list of ships that could be constructed.

This is a fairly serious issue, since I created one for them they have been happy to use it and make new designs.

On a side note related to this, does the AI always build a new ship? Or does it auto-update old designs to create new ships.

Fixed this problem and I have finally done huge case statements for every size of ship to make the number of life support and crew quarters make sense. This was complicated but finally resolves this issue.

It always builds a new design with the latest hull size.

cordas wrote:
Would it be possible to set up a counter that added one for each time a "ship building" tech updated? Then have it that it reaches 5-10 ship build points it would know to either auto-update a new ship or build a new design. You could even give different techs different points, so an upgrade in cargo is worth 1 points, a weapons or engines upgrade 2, better hull 3, new engine or hull class 5.

Yes and its a good idea but for now I have just forced the AI to upgrade every 5 turns, always Smiling. A good idea for the 0.8 beta I think.

cordas wrote:
Assuming they have the tech to build a master computer Smiling Is there any tech used to protect computers? I know there are anti computer weapons. If so they will need some of that as well.

Good idea, the number of master computers goes up with tonnage now, so bigger ships gain additional precautions.

cordas wrote:
I wouldn't go as far as banning them certainly, is there enough leeway in the system to again use a weighting where if I want 1 way migration then I need to maybe give something else in return such as old tech, star maps or communications with other races. I can that this is gonna open a real can of worms and will take a lot of sorting.....

Going back to an old idea of mine, if you could have a fear / contempt scale as well as a anger / like scale the more they fear you the more likely they are to accept treaties that favour you over them, the more they contempt you the more likely they are to demand in return.

I am very close to getting this sorted but it will be a 0.8 fix I should think, the code is there but I have no idea why it isn't being triggered yet, so rather than have a buggy 0.7, I will include it in 0.8.
At present my code just reflects the relative size of the empires in negotiation but I might add the number of victories and losses in the log to influence the AI's decisions.

cordas wrote:
I am playing on a medium size map and am now finding colony ships from both races flooding the entire galaxy, there will be nothing left for me to colonize soon *LOL* Looking at them in god mode they have probably over 50 colony ships each out roaming the galaxy looking for a home (I also gave the AI mod advantage) and there are only a few systems left they haven't entered.

cordas wrote:
I have come across a few things of note, and have a couple of suggestions.

In mid game (turn 70+) Your AI races are all running hundreds of colony ships around, I destroyed over 50 for Tarsus and about 75 for the Valexi and they still had more that looked like they where on their way somewhere. By this time most of the galaxy has been colonised or they have agreements that mean they can't colonise in systems.

Is it possible to put a conditional statement in the build queue, if you already have more than 30 colonisers total (all types) or 12 of type rock / ice / gas then do not build any new colony ships. This would at least give them more realisitc fleets, you could make the numbers variable and decrease as the game went long into the game, start at 25 of a type and reduce by 1 every 10 turns. (or something like that)

The need for colony ships in 0.7 decreases per colony, at set stages, first at 25, then 50, then 75.

cordas wrote:
Your AIs don't build enough resupply depots to maintain their fleets efficiently. I tend to run a fleet of about 30-40 high end ships and will have at least 2 or 3 resupply depots in every frontline system (I try and keep my resupply over 7000 per turn), I will reduce the numbers as I ramp up production by fac upgrades. I don't rely on solar sails or quantum reactors in SEV as they simply don't produce enough to maintain a war fleet. I do however rely on organic ordanance vats, but thats only part of the solution.

I have added supply ships to 0.7 and done some experimental fleet code which should force 1 supply ship to go to each fleet, the supply ships are really just huge containers/generators of ammo and supplies.
I will add the supply generation trait to another colony type however to help midgame, perhaps for 0.7 or 0.8.

cordas wrote:
I am now around 100 turns into the game and it seems your AIs are slowing down on facility upgrades, not sure why but I tend to check every 10 turns and it seems they are spending less and less time upgrading facs.

Hmm I have increased the turn-around to every 15 turns for upgrades, but its odd they are slowing down, perhaps other things are just draining the resources. There are several variables at work here but hopefully that will help.

cordas wrote:
Your AIs keep huge fleets of obsolete frigates and destroyers (most of which have run out of supplies) in their home systems. Is it possible to put a conditional statement in to scrap these when they have more than X ships of a larger catergory, i.e. I have 5 light crusiers so I can start scraping a frigate for every new LC I build. These shups are also obselete as the AI stops upgrading them when it decides a larger hull size is its prefered build.

I have no idea how to scrap ships yet without looking into it, I can however try and force ships to keep a new hull size with the latest techs and do this for all hull sizes. This is a complicated alteration though and will require me to add logic to the AI's choosing of what size to build. It'll be a 0.8 goal.

cordas wrote:
Or you could try giving the AI a number of "ship points" where attack craft are given a point rating based on their hull size. i.e. Frigate = 1, destroyer =2, crusier = 4 e.t.c. and when they get above 60 fleet points they will scrap frigates on a 1 per new build basis, and if they get above 80 fleet points then all frigates will be scrapped, if no frigates are left then start scrapping 1 destroyer per new build and so and so forth.

Nice idea, I could also force all the AI's older ships into fleets first as fodder

Another piece of experimental code for 0.7 is a double defense and surprise attack Smiling, something evilginger will appreciate. Now they really will sometimes hit you twice after a pause or defend twice Eye-wink Sitting there and repairing won't always work.

cordas wrote:
I have noticed on some cruisers the Valexi are putting 2 combat sensors and 2 ECM, this is obviously a waste of hull space. They are also ignoring PD. I haven't seen a Tarsus cruier yet so I don't know if they are doing the same thing.

They will be and its odd but I know why, I can sort this out now thank you.

cordas wrote:
Both races could do with using a little more PD as default.

Will +1 for each hull size in existance do it?

cordas wrote:
Both races seem to prefer lots of armour over sheilds.

Thats really odd as I have armor at half the level of shields and I force shields to be added first and I force shield regenerators to be a separate calculation. I think this is due to armor being added if nothing else can be. Time to tweak an extra shield or two to all ships, thanks.

cordas wrote:
I have seen the Valexi sign upto a treaty that means they can't make treaties with other races.

I have as well, it was probably a counter made by another race. Its currently set at needing a -9000 anger modifier which I had assumed would keep it effectively off the table in treaty negotiatons.
No idea how to alter this yet but I'll find a way to alter the counter treaty code.

cordas wrote:
The Valexi seem to have stopped building research centers (or their RPs haven't really increased in about 15 turns). This also isn't helped as they aren't doing enough upgrading.

They must of reached 30% of their colonies being set to research colonies, they won't go any higher than that at present. I could alter this for late game if you think it would be of benefit?

cordas wrote:
Neither race seems warlike enough either. I have been fairly agressive against the Valexi wipping out a could of their fleets and creating a colony in a system of theirs and they don't seem to want to hit back at me yet. Also I have attacked a race that the Tarsus have a mutual protection pact with and the Tarsus have done nothing, I am also massing large amounts of military hardware in a system they have lots of colonies in, and they are still Aimiable with me.

They don't care about how many ships you put in their space or colonies for that matter, they like neighbours and never mind sharing systems Smiling. I can alter this though if you think a set amount of ships should cause an anger reaction. Say 20, 30, 40 etc. As I have said the hive AI is completely the opposite at the moment in terms of aggression and a lust for war, tarsus is meant to be peaceful. When I have these two AI's set, I can start doing different degree's of peace and war in further AI's, on a scale if you will.

I haven't seen any AI code that will make them angry if you attack a race they have treaties with yet, however they can be asked to help with the defense of a system if the other AI does so and they should do so.

If your asking for a warlike AI, trust me its near release, well an early version of it anyway Smiling

My plans are as follows, a sliding scale of temperaments:

Peace - Neutral - War

Tarsus, Rimworld, Valexi, Delta, The Hive

cordas wrote:
Both races are building defences on their planets.
Excellent Smiling

cordas wrote:
Hope this helps a bit with your next build.

Very much so thank you!

evilginger wrote:
They do use PD on larger ships but seldom more than one or two which is generally not enough to save you from a missile swarm. As we all know Missile swarms are not that hard to create

Will +1 to all ships help or should it be a bit more than that?

cordas wrote:
I have seen both light crusiers and crusiers with no PD

More priority to pd then! Thank you.

Quote:
I don’t think that the AI should necessarily abandon smaller ships when larger become available as a max tl frigate hull with a beam mount and an auxiliary seeker is a first class and relatively cheap picket ship or scout. It should scrap unnecessary ships and keep those it has up to date and in supply as far as possible. It might be necessary to introduce a conditional statement which causes ships which are too obsolete to upgrade to be scraped. It is however quite possible to keep a hull in service more or less indefinably if you upgrade little and often. This is generally what I do especially with core system defence fleets

I am leaning towards grouping all older ships into one big fleet and sending it off to wear down an enemy, perhaps something for 0.7, now I know I can target specific designs anyway.

cordas wrote:
I have no qualms with upgrading small ships, I know they can be useful, its just that doesn't seem to be the way the AI works.

It tends to abandon older hull sizes, and so stops developing these ships fairly early on. Often when it has hordes of them... armed with pea shooters, no real supply / ord storage and slow engines. These I am sure will be used by the AI to calculate its own military strengh and therefore block the building of bigger better ships.

If you or any other modder can make the AI continue to develope these ships then great, they can be very valuable (although I tend to end up scrapping anything smaller than a light cruiser one way or another such as using them as mine sweepers and gate scouts.). That said it should still downgrade the value of these ships when it comes to regarding its military might. Even a dozen well armed frigates are going to struggle against a Human Cruiser of similar tech.

I will work on this for 0.8, it will take a fair amount of code but is possible.

Fallen Haven wrote:
It will always update ship designs with the biggest hull availiable, that's why it has a lot of old designs rotting because it doesn't update them anymore. The work around would be to assign special designs for each ship sizes instead of letting the AI choose the size of the hull (wich will invariably be the biggest one). This way the AI will have something to update it's old design to and probably avoid bankrupcy building huge number of large ships (or ships way bigger than they need to be).

Exactly.

cordas wrote:
Fallen Haven wrote:
This way the AI will have something to update it's old design to and probably avoid bankrupcy building huge number of large ships (or ships way bigger than they need to be).

Doesn't the AI use some kind of scoring system to workout how much military might it has, and how much it can support?

I must admit I haven't really seen an AI go bankrupt until their empire starts to vanish... and anyone who looses their empire will find bankruptcy an issue. I would have thought that having 10s if not of hundreds of obselete little hulks floating around draining supplies would be a far bigger issue than a fleet of large modern ships.

No its a guessing game, in stock the AI just stops building ships but I see as I have increased the number of possible ships, if left too long without a war, the Tarsus AI can get into supply trouble.
I can fix this by adding more supply generation buildings to certain colony types, I have set up a decent amount of code to force a supply ship design to every fleet (provided there is one available).

Thank you all Smiling

---

Tarsus Race and new AI for Download! v0.6
Consult the great SEV Wiki

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cordas's picture

Can't wait to see 0.7 :)

Submitted by cordas on Fri, 2006-12-15 12:00.

I like the sound of what you are doing, I don't have the time to do a full reply to your post at the moment, but I will give a short round up of points I remember.

Yes more PD is needed, +1 will be a good starting point, you could also vary this between the races... The Tarsus are peace loving chickens who pile it on, whilst the war loving Hive see it as a nessicary evil so only really use it to fill out the hull.

I think the problem with the armour vrs sheild thing is that most armour only comes in 5 ton chunks where as shields are 30 or 40.... I tend to put on about equal amounts of components for sheilds and armour, not even tonnage. This will of course alter my perceptions.

In the mid - late game the AI should focus as much as it can on boosting research, and trying to get treaties with friendly races that involve tech trading (I would suggest 2 or 4 tech old equal swap, at least until the stock AI gets better. This will help all the AI races Smiling). (This will also be a good stop-gap until you can improve the diplomacy AI, make it counter any tech ask that isn't in its favour (depending on all factors) with a both way treaty...

Have seen the Tarsus banging their heads agaisnt the 200 ship limit (I know I can alter this but my PC will start to get really unhappy if I do), so they really need someway to dispose of un-needed colony and obselete hulls.

Having increasing numbers of ships in system should make an AI race nervous, at least get them firing off please remove your ships diplomacy messages. Is there any method for the AI to actually measure if these are full filled? i.e. it asks me to remove ships from the xill system, I agree but don't. Having these types of requests refused (and ignored if the AI can do that) should make them angrier, and either prepare offensive weapons, or take defensive precautions dependant on the race.

For example if there are more than 10 "enemy" ships in a system you claim as yours then either build attack ships, or planetary defenses depending on your race, and idealy your anger / fear scores.

Hope this gives you more to think about, but not too much..... Now when will 0.7 be out? I am getting to the point where I need to kill my game soon and attack everyone (my pc is starting to struggle with so many races and ships).

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All to the good

Submitted by evilginger on Fri, 2006-12-15 12:02.

Off topic why dose any post but the first in a thread need let alone requite a subject surely the subject remains that of the original thread

Back on topic Just to thank maran for all his hard work and say I look forward to trying out version O.7 I am glad that we are beginning to get stock AI's which are challenging. I will of course post my observations as I am sure a version 0.8 will be needed

On a related topic has any one had any thoughts about variant neutral AI's at all?

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Rilbur's picture

Subjects are important...if painful

Submitted by Rilbur on Fri, 2006-12-15 12:23.

evilginger wrote:
Off topic why dose any post but the first in a thread need let alone requite a subject surely the subject remains that of the original thread

Because of the recent comments field on the right hand bar, which some of us actually use to browse this website (after clearing out the backlog, of coures, its a very nice tool just to find the new posts)?
_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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cordas's picture

Just a quickie, I have

Submitted by cordas on Sat, 2006-12-16 10:34.

Just a quickie,

I have noticed that when your AIs gets hold of sheild regenerators they tend to use multipul ones, they need to be marked as 1 only at least until the game is altered to allow them to stack (if that happens).

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You can't stack shield regens?

Submitted by Strabo4 on Sat, 2006-12-16 23:32.

You can't stack shield regenerators? I thought you could. . .

The AI sounds great! I'll have to give it a try.

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cordas's picture

quote

Submitted by cordas on Sun, 2006-12-17 04:04.

Strabo4 wrote:
You can't stack shield regenerators? I thought you could. . .

The AI sounds great! I'll have to give it a try.

You can put more than 1 shield regen on your ships / bases, but unfortunatly the effects don't stack in SEV, I am not sure if this is by design or by ommision.

The AI is a lot better than stock, I just can't wait for 0.7 which is going to be a load better than 0.6. I just can't wait till all races have access to better AIs.

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So...

Submitted by Fallen Haven on Tue, 2006-12-19 10:37.

When the next version? It's been a while and no update about the AI... I hope the project is not shelved.

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furry toes must be a Hobbit

Submitted by evilginger on Tue, 2006-12-19 14:05.

I believe Maran was waiting till after Mondays patch just in case it turned out to require a lot of changes in the Mod be patient 0.7 is on its way

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cordas's picture

quotes quotes quotes *YAWN*

Submitted by cordas on Tue, 2006-12-19 19:45.

Fallen Haven wrote:
When the next version? It's been a while and no update about the AI... I hope the project is not shelved.

He has mentioned being busy with work.... not much of an excuse I must admit, but real life does sometimes interfear with whats important.

I can't wait to see 0.7, as I have just started a new game in 1.20 and seem to be stuff in my starting location, I have my system have has one large breathable, then the next in the chain has no breathable but a few large and a couple huge, then I seem to have just asteroid fields, gas clouds and black holes *GRRR*, at the moment by the time my colony ship gets to the black hole it has no supplies left....

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Does maran's mod work with 1.20?

Submitted by Strabo4 on Fri, 2006-12-22 21:45.

Anyone know if there are any problems with 1.20?

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It does for me

Submitted by evilginger on Fri, 2006-12-22 22:34.

Strabo4 wrote:
Anyone know if there are any problems with 1.20?

It does for me, but I do know that 0.7 which should be out some time soon will work better with 1.20 as well as having further AI tweaks

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I'm playing the .6 Tarsus

Submitted by Strabo4 on Sat, 2006-12-23 15:45.

I'm playing the .6 Tarsus mod in 1.20 and I haven't had any problems yet. Can't wait for .7, though!

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Tarsus in Balance Mod game

Submitted by darkgift on Sat, 2007-01-06 05:11.

Hi maran,

Thanks for your work. I used to play SEIV and have just started with V. Reading the reviews, I decided not to bother playing the stock version at all and go straight to mods. I installed BM1.01, and then because I didn't see an explicit statement here that Tarsus wasn't compatible with BM, I popped your three empires into the BM folder. All three Tarsus AI's spawned into the game. However, after 20 turns I noticed the Tarsus players were in last place and had no colonies. When I checked them out manually, it turned out they didn't have any ship designs. They had bases and every type of unit, just no ships. Obviously I don't expect Tarsus to be compatible with other mods as well as stock, but is there something simple I could change manually within your TXT files to get the ship design to work? (Even if they have to use Terran designs or something, I'm sure they still blow away the stock AI.) Since they design bases and units just fine, it doesn't seem like a fundamental problem. Thanks again & I look forward to trying out your AI.

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Captain Kwok's picture
Mod Designer

Balance Mod AIs

Submitted by Captain Kwok on Sat, 2007-01-06 11:15.

The AIs need to be designed specifically for the Balance Mod. Don't worry though - a lot of Maran's changes were based on the Balance Mod AIs but adapted back to stock - so the Balance Mod AIs are already on par with Maran's work.

-----

Space Empires Depot | SE:V Balance Mod

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Thanks, Kwok, I thought it

Submitted by darkgift on Sat, 2007-01-06 14:56.

Thanks, Kwok, I thought it was something like that. Problem is that with Tarsus/Stock, you get 3 decent opponents and 14 losers, plus none of the general gameplay fixes of BM! Smiling

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BM good

Submitted by evilginger on Sat, 2007-01-06 17:25.

Personally whilst I like the Balance Mod I rather prefer the depth of stock as the abiding flaw in the Balance Mod from my point of view is the way its tech tree is foreshortened. You get a better game in the short run but I really dislike maxing out tech levels in twenty years even with the costs bumped up to the maximum and trying to avoid building to a research rush.

The thing I want is a good AI in general for stock and some nice specialist ones like those in the Tarsus Mod so you get three really hard and interesting opponents and fourteen decent ones in a game you could play for 200 game years and not run out of stuff to research.

I will keep playing BM as I appreciate the skill and effort that’s gone into doing it, all the more since I am struggling with my own rather limited Fighter Mod

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Try my mod.

Submitted by Fallen Haven on Sat, 2007-01-06 17:48.

evilginger wrote:
Personally whilst I like the Balance Mod I rather prefer the depth of stock as the abiding flaw in the Balance Mod from my point of view is the way its tech tree is foreshortened. You get a better game in the short run but I really dislike maxing out tech levels in twenty years even with the costs bumped up to the maximum and trying to avoid building to a research rush.

You might want to try my Inter-Related mod. It's still an alpha, but the tech tree is huge and the AI should pose you a better challenge (it's really efficient at making an huge empire and supplying a huge armada).

Check the IRM v 0.54d thread.

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patience ladie

Submitted by evilginger on Sat, 2007-01-06 18:04.

just downloaded the latest version and about to see if the dread lond of Klarg gets a good fight.

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