GidMod, next version... |
Okay, here is what I've got for the next version:
DONE:
AI is no longer in broad categories (Peaceful, Neutral, Aggressive). Each treaty field is tweaked individually for attractivness. All settings for treaty max anger, war min anger, etc, are set individualy.
The like/dislike mod for treaty elements is now a variable. In conjunction with above, can yield specific like/dislike for every treaty element.
AI now evaluates its own economic, military, and technological strength.
AI evaluates other empire's economic, military, and technological strength.
AI Mood towards the player is influenced by relative economic, military, and technological strengths, as well as trade percentage.
Economic, military, and technological strengths, as well as trade percentage, have variables attached to them to influence how important they are. For instance, the Abbidon mood towards you goes down as your relative military strength becomes more powerful than them. Conversly, the Sithrak mood towards you goes down as your relative military strength becomes less powerful than them. The strength of this effect varies.
AI now adjusts mood towards another empire based on that empire's treaty/war status with other empires the AI has treaties/wars with.
Certain races simply don't get along. Example: The Eee and the Drushoka dislike each other, and so have a mood penalty towards each other.
TO DO:
Put values in all those variables which influence politics and mood towards each other.
Modify research priorities to reflect racial priorities.
Modify colony type distribution to reflect racial priorities.
FOR A LATER VERSION:
Have the AI evaluate gift packages based on self and enemy analysis.
Have the AI evaluate treaty elements based on self and enemy analysis.
Have the AI create strategic goals based on self and enemy analysis.
Have the AI evaluate strengths and relations of enemies to determine treaties so they can form treaties against larger opponents.
Use analysis for the AI to enter in arms/economic/intel/research races.
Re: GidMod, next version...
I had some spare time so I upgraded your standard SEV mod pic with this one instead. I did it because I got confused when creating a new game. Any way if you like you can use in your future mod. I don't even deserve credit for it.
Re: GidMod, next version...
wow it sounds really difficult to play now. Keep up your good work.

Re: GidMod, next version...
You didn't set AI to get pissed off at you for having more Ships,Resources, etc then them did you? Because thats one of the things that sucked with SEIV's AI... As i noticed that Malafador decided to fix that for SEV which is a plus.
- United we stand, divided we fall...but dam it you touch my cheez its and not even god will be able to save you!

Re: GidMod, next version...
I see it race based, do any hate you for having more resources eg Organics, minerals, etc? And wow your not gonna be able to please everyone eh?
- United we stand, divided we fall...but dam it you touch my cheez its and not even god will be able to save you!

Re: GidMod, next version...
I see.
- United we stand, divided we fall...but dam it you touch my cheez its and not even god will be able to save you!

Re: GidMod, next version...
Just as a note to the "renegotiate treaties" section if and when that's something you'll be implementing. If "no treaties with others" is enabled, you can't accept the changes to the existing treaty.
Just so that when you get there you don't bang your head against your desk in repeated frustration.

Re: GidMod, next version...
Sounds like good progress, I can't wait for a release. Sounds FUN.




Re: GidMod, next version...
Awesome, this available for download and implantation, er implementation, somewhere?