AI adaptation |
I've made some changes to how the tech tree
to reflect the game style I want to play.
as follows
1) dupled the cost of colony types (to make it harder to colonize multip[le planet types)
2) moved the Open Warp point component to
Stellar manipulation L5 (not 53) and moved
close warp point from level 30 to 10.
I prefer to start the game with no warp points, but have reasonably early access to
them.
is the research AI capable of handling these sorts of changes or will the computer controlled empires do silly things like research Settellar manipulation to level 35 anyway.
Script file for No Warp Point
Take a look in the following directory:
Utilities\ScriptParser\Se5EmpireScripts
Look at the file Script_AI_Research.txt
Search for 'AI_STATE_NOT_CONNECTED'
if (Sys_Get_AI_State(sys_long_Player_ID) = AI_STATE_NOT_CONNECTED) then
call Add_Tech_Area("Rock Planet Colonization", 1)
call Add_Tech_Area("Ice Planet Colonization", 1)
call Add_Tech_Area("Gas Giant Colonization", 1)
call Add_Tech_Area("Planetary Engineering", 2)
call Add_Tech_Area("Astrophysics", 2)
call Add_Tech_Area("Stellar Manipulation", 35)
call Add_Tech_Area("Planet Utilization", 100)
endif

Damm I was formulating that
Damm I was formulating that answer! Oh well here it is anyway...
I see what you mean, well yes tech area's will work as you intend, it will slow down research to reach that tech level.
It will have varying effects on AI's depending on how they set their research goals, could stall some where as others might not notice if they don't go for it early.
As to your second question I did a bit of poking around and In Script_AI_Research.txt it uses one of the AI states to determine what it will do next, for any modders this is a great way to set a lot of things:
// Add_Research_Items
if (Sys_Get_AI_State(sys_long_Player_ID) = AI_STATE_NOT_CONNECTED) then
call Add_Tech_Area("Astrophysics", 2)
call Add_Tech_Area("Stellar Manipulation", 35)
call Add_Tech_Area("Planet Utilization", 100)
The AI_State_Not_Connected means that the AI has no access to colonisable planets, for whatever reason and isn't attacking, defending or building infrastructure. (Can't remember the exact order but its irrelevant to the point)
This code seems to force the AI to set its desired level of stellar Manipulation really high, I am pretty certain the above has all thats needed for warp points to be created correct? If not its probably in the other things it force sets.
Now this will research this technology but whether the AI builds it or not is a whole other matter, set up in the Script_AI_designcreation.txt, Script_AI_globalsetting.txt files and possibly the construction files.
Incidentally I actually could improve my AI code slightly looking at it. I can do this by adding this not connected state, to increase the build priority of a warp point opening ship, when the AI needs it.
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Designing an advanced, diplomatic AI + shipset
Consult the great SEV Wiki

Shh...
Don't tell anyone the AI can't use any of the stellar manipulation techs...
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Not likely...
Well from the scripts there is nothing that tells the AI where or how to use any of the SM techs - they're currently blank functions. It's possible a rebellion event or something arose...
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Pretty easy to check, just
Pretty easy to check, just go to the menu select players and enter the master password. Unselect the player in question and take a peek if anyone has any connections or any orders to create warp points. This may hurt it from a gameplay point of view but at least it will tell you if its worth playing in.
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Designing an advanced, diplomatic AI + shipset
Consult the great SEV Wiki
lol
I know that in no warp point games in SE:IV that there was a ship gets warped to another system special that was putting AI ships into my systems but that otherwise the AI would never use warp point openers (it would use star destroyers and planet killers though just very very rarely.)
not that it matters much for SE:V except that I think that is why combat can occur even with no warp points and without the AI opening any.




1, What did you alter to
1, What did you alter to double the colony types? The Script_AI_Colonytype.txt? or just the strings in the Script_AI_construction.txt? The Get_Ground_Constructions_Percentages bit?
That is what controls how the AI classifies colonies. Myself and Kwok have been doing work on it, he's got some great code in the source code for his balance mod. Take a look at it
2, From my limited experience with the AI's tech tree. Its the last thing I am looking at, so I am just getting started with it. But I am fairly certain that the AI research's things based on an 'age' like system, it will research to the tech levels set then move on to the next 'age' and do the tech levels set there.
So you moving different rewards or technologies around the tech levels will not affect its choice of what to research, it simply won't get the reward it should do when it gets there.
-EDIT
I should add you can alter this in the Script_AI_Research.txt files, its what I am working on now anyway.
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Designing an advanced, diplomatic AI + shipset
Consult the great SEV Wiki