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Accueil » news » forums » Space Empires V » Space Empires V General

Explosive expansion start for the AI - Suggestions appreciated.

Image de maran
Soumis par maran le Mar, 2006-12-05 15:44 Space Empires V General

In your opinion what gives you the best start technology wise, what do you research to get ahead of the other empires in the beginning? I want a few priority technologies for the AI to research and get a kickstart, so please post what your first few are Smiling

Currently I have just added sensors and applied research, i've moved a lot around but none so dramatically as these two, a low level in each are right at the front of its priorities.

Applied Research to boost the research rate.
Sensors so the AI doesn't bottleneck the colony ships built.

My AI's currently build a good deal of colony ships, usually having up to 5 in reserve, so the faster the exploration, the faster the early expansion. (I am adding extra explorers also to help balance this)

All suggestions welcome.

‹ To make retrofitting fleets easier components ›
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Image de Shrike
Mod Designer

If you want the Ai's to put up a fight.

Soumis par Shrike le Mar, 2006-12-05 17:19

Your initial focus is good. Next, if they have racial tech, I'd go with that one for sure. Also, don't let them skimp on armor, defense and shields. Maybe add in some mounts, missiles, point defense and ship levels. This way they hopefully won't be pushovers early on. Next stage should be with focus on acquiring resources to expand and build a fleet.

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Image de maran

I have lowered the priority

Soumis par maran le Mar, 2006-12-05 17:53

I have lowered the priority of armor vs shields as I have been told shields are more effective overall, armor is still there certainly and more important than it was (as other less important things have been moved down) but shields have been given a real boost.

Working on the pd ship designs tonight but they have been raised, as have missiles. I haven't moved ship hulls much, just made researching the next size of hull to a level of benefit to the AI. Do you think ship hulls should be given an early priority and if so to what extent, i.e when do you think they become too expensive in research to benefit an the 'early rush' so to speak. Destroyer, cruiser? etc

Racial techs have all been moved down to be less of a focus, I did this because I wasn't sure that the AI was making the best use of them when compared to conventional technologies. Anyone have any thoughts on this, some are bound to be used better than others as a general rule.

Thanks for the suggestions, I welcome any more.

---

Designing an advanced, diplomatic AI + shipset
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Image de cordas

Its also worth putting a

Soumis par cordas le Mar, 2006-12-05 18:00

Its also worth putting a couple of levels into resource extraction (all 3) early in the game (and making sure the AI upgrades exisiting facilities) this helps them when they hit that speed bump. Just make sure that they can't build facilities on planets with less than 75% of the relevant resource (can you make them search for better planets)?

Its also worth building a few frigates (usually after I have colonized my starting system) with the best sensors I can get and send them out to explore, give them plenty of supplies as well, again a couple of levels of cargo or (and) engines really helps on this front, they are faster than colony ships and with better supplies can search systems for sutiable planets. Can you do anything regarding how ships search systems, I am not sure but I think the AI ships tend to search from the outside in, I find it better to get into the center of the system and spiral out to explore as most planets are closer in the system.

Can't really think of anything else to add to the 1st year or 2 other than what has already been stated.

1. Sensors (1st couple of turns - nothing else unless you find a civilisation)
2. Couple of levels of armour and Depleted Urianium Cannons for frigate defence.
3. Cargo to boost supplies (1 turns worth is a good start).
4. Applied Research.
5. Mineral extraction.
6. Organic extraction.
7. Refining extraction.
8. FORCE FACILITY UPGRADE (if you can)
9. Senors (upto level 10 - 12)

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Image de cordas

Sheilds are good, but you

Soumis par cordas le Mar, 2006-12-05 18:06

Sheilds are good, but you have to research physics before you can get them, so I tend to put that off until I have 30k+ research points. A few levels of armour go a long way in the very early game, but certainly after I have the points to do physics in 1 turn i do and then do a turn of pure shields.

What are you doing for the very 1st turn with research spending? I usually spend this doing lvl 1 of any racial techs, as they give my race its flavour and I like to get that ASAP. After I have enough points to get that in 1 turn the rest I bung into engines to try and get a couple of levels of that as that helps my ships go further...

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Image de cordas

armour

Soumis par cordas le Mar, 2006-12-05 18:09

cordas wrote:
Sheilds are good, but you have to research physics before you can get them, so I tend to put that off until I have 30k+ research points. A few levels of armour go a long way in the very early game,

Also remember that armour comes in handy 5 ton chunks so is great for filling those little holes that you have spare in combat ships, for combat ships I ALWAYS fill my tonnage allowance. So a few levels of this whilst surpassed by sheilds never really goto waste.

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Image de maran

Thanks for the input

Soumis par maran le Mar, 2006-12-05 19:22

cordas wrote:
Its also worth putting a couple of levels into resource extraction (all 3) early in the game (and making sure the AI upgrades exisiting facilities) this helps them when they hit that speed bump. Just make sure that they can't build facilities on planets with less than 75% of the relevant resource (can you make them search for better planets)?

Yep already used your sensor idea from our previous discussion Smiling, its working too, the colony ship bottleneck I was getting is reduced as they are finding planets faster to put ships on. The AI's have a much higher colony ship priority, especially early game.
Additionally Using a modified version of the balance mods colony choice system, the AI's pick planets with higher than 90% resources or special resource colonies.

cordas wrote:
Its also worth building a few frigates (usually after I have colonized my starting system) with the best sensors I can get and send them out to explore.

I will do some work on this tomorrow, if I can edit the initial expand and explore state to have special ships.

cordas wrote:
1. Sensors (1st couple of turns - nothing else unless you find a civilisation)

Yes I go to 5 initially before anything.

cordas wrote:
2. Couple of levels of armour and Depleted Urianium Cannons for frigate defence.

The AI does this already but it has as slightly higher priority with my AI.

cordas wrote:
3. Cargo to boost supplies (1 turns worth is a good start).

I turned down cargo a bit as I felt all the levels were a bit misused but I can add a few more, I see your point that it will help exploration.

cordas wrote:
4. Applied Research.

Yep done, big focus on that and an increase in math Smiling

cordas wrote:
5. Mineral extraction. 6. Organic extraction. 7. Refining extraction.

I felt using Kwok's planet choice system and with my own additions to focus it even more, this was a bit overkill so I tuned them down somewhat, mineral is still there but the others are kept for later. Its an expensive tech for little gain for the AI, imho but I am open to other suggestions on it.

cordas wrote:
8. FORCE FACILITY UPGRADE (if you can)

I can and do Smiling every 25 turns it becomes more of a priority than building new facilites for the AI, for 10 turns.

cordas wrote:
9. Senors (upto level 10 - 12)

I have them set at 5 then to 7 in the second age.

cordas wrote:
Sheilds are good, but you have to research physics before you can get them, so I tend to put that off until I have 30k+ research points. A few levels of armour go a long way in the very early game, but certainly after I have the points to do physics in 1 turn i do and then do a turn of pure shields.

Your probably right, i'll bump up armor before shields then to level 2 or something, if you think its worth it.

cordas wrote:
What are you doing for the very 1st turn with research spending?

Sensors Smiling

Engines have had a slight push in priorities, more so when I think about what I have lowered, physics are researched before shields and as I said I lowered the spending in racial techs as I am not sure how good the AI is at using them.

What is your experience with the AI and racial tech's, any information would help from a different perspective. Do they seem to use all of them correctly or just some of them etc.

Thanks for the all the input, it was much appreciated!

---

Designing an advanced, diplomatic AI + shipset
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starting reserch

Soumis par evilginger le Mar, 2006-12-05 19:23

I start out spending the initial bonus on research to give TL2 and the rest on TL1 Intel given that I start with the low bonus which I normally do. Given more research points than this I would go for sensors Ion Engines Small hulls and Cargo as they all boost the initial expansion. I would add any racial specialities to this and Physics as shields are indispensable.

Once that was spent I would go for 100% spending on research until I had around TL5 and would concentrate on expansion and colonisation to build more research outposts. Once I had TL 5 in research I tend to diversify as by that time I will have sufficient to do so but I never drop my spending on researching research below 50% until I was at TL20 as researching research creates a virtuous circle if you upgrade your facilities accordingly.

The exception to this are if I make first contact when I turn to researching Intel, Small hulls, and Basic weapons beam and pulse weapons if I have physics cannon and missiles if I don’t I also research shields and armour whilst trying to maintain some level of research on research at least 50%. If I have to go to war I would add Point defences to this but not otherwise. Whilst this happens I would continue to expand away from the first contact if possible to give me a bigger base. Diplomatically I would seek or accept any non aggression treaty I could get being aware of Knobling clauses (No research no intel)

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Image de cordas

Hmmm I never really tend to

Soumis par cordas le Mar, 2006-12-05 20:26

Hmmm I never really tend to split my research until mid game (apart from the 1st turn points). I tend to do 100% x for a turn or 2 then maybe 1-10% (depending if I can get another level for that) and the rest goes to tech Y for a couple of turns.

Tech research I tend to do the same in blocks, every 10 or so turns I do a couple of turns pure tech. This is also dependant on what type of colonies I am founding if I find a breathable large or huge the 1st thing I build is a space yard and resupply, as I am building these I try and cram in as many levels of research tech as I can so when they are ready to build I have as higher level of RC I can get then leave them building and upgrade the rest and concentrate on other techs for a while.

One thing I forgot to mention is that I tend to try and get a couple of levels of intel in the 1st year or 2 of the game and build intel posts on a huge non breathable planet, and often fill up smaller planets with them. These get left on defense even when I meet other races.

As for Organics and Refining I tend to find these to be more of an issue than minerals, constructing colony ships is quite heavy on the use of these, and if I am not careful and plan ahead with them I always seem to hit that speed bump just when I meet a hostile AI race. (sods law works even in SEV) Also most of the Racial specail abilites are heavy on one or the other of these. Maybe not 1st phase but certainly before the 3rd year the AI needs to be thinking about these (or building more gathering places, I tend to try to minimize these gathering planets to focus on research).

Can you affect what types of colonies the AI builds and how often, such as if my maintence requirements for minerals is less than 33% build research or intel, if it is more than 33% of my income look for good planets to set up resource gathering, if it rises to more than 50% make this a priority.

Picking up on what Evilginger said is it possible to disable the no research and no intel options as far as the AI is concerned, at least until the AI is fixed enough to be able to handle them reasonably. Checking the AI races in my current game I found 3 of these (1 no research both sides, and 2 no intel 1 was both and the other was just 1 race doing no intel) that was out of 10 remaining races (including myself). These agreements are suicide for the AI and they seem to offer them around like candy.

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Image de maran

Hmm how about some changes

Soumis par maran le Mer, 2006-12-06 05:24

evilginger wrote:
I would go for sensors Ion Engines Small hulls and Cargo as they all boost the initial expansion. I would add any racial specialities to this and Physics as shields are indispensable.

Once that was spent I would go for 100% spending on research until I had around TL5 and would concentrate on expansion and colonisation to build more research outposts.

The exception to this are if I make first contact when I turn to researching Intel, Small hulls, and Basic weapons beam and pulse weapons if I have physics cannon and missiles if I don’t I also research shields and armour whilst trying to maintain some level of research on research at least 50%.

Perhaps I need a couple more levels into applied research, I have at 3 as the second thing the AI does, up to 4 after the initial ages, then up to 10 in the third age. All those are an increase over stock. After what people have been saying a few engine techs seem more worth it so i'll increase their priority.

How about your experiences evilginger, how well does the AI use racial tech's such as organic, psychic etc, relatively to the others.

---

Designing an advanced, diplomatic AI + shipset
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Image de maran

Good idea's.

Soumis par maran le Mer, 2006-12-06 05:25

cordas wrote:
Maybe not 1st phase but certainly before the 3rd year the AI needs to be thinking about these (or building more gathering places, I tend to try to minimize these gathering planets to focus on research).

Can you affect what types of colonies the AI builds and how often, such as if my maintainers requirements for minerals is less than 33% build research or intel, if it is more than 33% of my income look for good planets to set up resource gathering, if it rises to more than 50% make this a priority.

Yes and no, with the current code i've added and with kwok's code I made a good beginning which can be built on.

I'll give you an example:

Initially if my AI spots a planet with over 80 in minerals it'll be a mineral planet no other choice, as I believe minerals are vital in the beginning game. That's only initially, because after at least 2% of its planets are mineral planets or general resource it moves to a more advance calculation.

First it checks all resources, if they are all high the world becomes a general resource world.

Then if all minerals are represented by 5% of colonies but 5% of all colonies are not research, then research comes next to 5%

Then I have a calculation which checks if the number of mineral planets + the number of general resource planets is greater than 25% of all worlds, if not and the world is decent 95+ minerals, then the world becomes a mineral planet.

This same calculation is done for farming but at 15% of all worlds and 110%+ organics.
Refining 15% and 115% radioactives
Research 30% (up from 15%)
Intel is at 7% (up from 5%)
Resupply is at 5% (default)
Military general purposes is 4% (down from 5%).

Finally a calculation to catch any other planets is made and its given its best resource to mine.

cordas wrote:
Picking up on what Evilginger said is it possible to disable the no research and no intel options as far as the AI is concerned, at least until the AI is fixed enough to be able to handle them reasonably. Checking the AI races in my current game I found 3 of these (1 no research both sides, and 2 no intel 1 was both and the other was just 1 race doing no intel) that was out of 10 remaining races (including myself). These agreements are suicide for the AI and they seem to offer them around like candy.

The first thing I did, well virtually, was edit the globalsettings file and effectively disable these for the AI's I was creating. They require -101 anger (which can never happen, -100 is max) I also made it so they love getting a 30% bonus trade not only 5%, little tweaks like that to make them more powerful.

---

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Image de cordas

I know that the AI uses the

Soumis par cordas le Mer, 2006-12-06 06:33

I know that the AI uses the weapons tech from the racial features, but I am not sure if they use the facility bonuses (never checked) as a rule, I have occasionaly coquored planets that have used Temporal Spaceyards, but I can't seem remember seeing any of the other racial facilities. (Which is a shame as they are very powerfull and do cost quite a lot of bonus points and research points to get, in the long run I would try and make the AI use them, but if thats going to be difficult then lets concentrate on getting a good start going).

I think I understand what you have done with the planet resources (but ain't sure) You have setup a priority for minerals if a planet has above 80%, unless they already have more than a certain number of colonies producing minerals. You have done something similar for organics and radioactives, but I am not sure when they start building those.

Am I right in you basing the building of new resource gathering colonies on the amount of colonies already doing that?

If so is it pure based on the number of colonies or on the number of facilites collecting the resource? I would heavily suggest number of facilities not colonies, or better yet I would go try basing it off a % related to current maintenence, as that only ever goes up (well until you start to get hammered) say you want to be producing at the very minimum 50% above your maintence requirements, and idealy 100 - 150% more. This means you can always keep your yards producing and fleet flying. In my experience when (rarely if) you hit problems it causes serious problems.

One other thing I think is mandatory is any large or huge breathable planet (i also tend to do this on mediums as well if I don't have any bigger in the system as this is a nice back up to my military bases) should have a space yard built 1st, otherwise they take years (literaly) to build up their facilites and years again to do upgrades (upgrades imho need to be done as quickly as possible to really make them pay off), a space yard reduces that time drasticaly and allows for extra ship building when needed.

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AI racial techs

Soumis par evilginger le Mer, 2006-12-06 07:19

I haven’t yet played any games in god mode and had a check round on what the AI's are up to so I know that they use the weapons from the racial techs and have seen organic armour used but as most of the time I am 10+ Tl's ahead of the AI in weapons techs I don’t have much of a problem dealing with them. I would presume that the AI would use the weapons and armour as they are the most straight forward applications of the technology.

I will have to start a game with custom Aliens which use only the racial techs and see what happens and have a snoop round in the background.

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Image de maran

Testing another game now, here's goes nothing.

Soumis par maran le Mer, 2006-12-06 12:47

cordas wrote:
I know that the AI uses the weapons tech from the racial features, but I am not sure if they use the facility bonuses (never checked) as a rule, I have occasionaly coquored planets that have used Temporal Spaceyards, but I can't seem remember seeing any of the other racial facilities. (Which is a shame as they are very powerfull and do cost quite a lot of bonus points and research points to get, in the long run I would try and make the AI use them, but if thats going to be difficult then lets concentrate on getting a good start going).

I wouldn't describe it as difficult, more guess work to find the right name of the facilities to put under the colony types, unless I can find something in the code. Still its something that I can experiment with later.

cordas wrote:
I think I understand what you have done with the planet resources (but ain't sure) You have setup a priority for minerals if a planet has above 80%, unless they already have more than a certain number of colonies producing minerals. You have done something similar for organics and radioactive, but I am not sure when they start building those.

Only initially I was giving it as an example of how to set priorities, it works as a chain, as with most other things. But in essence yes, it soon raises to only 25% mining colonies who have over a 95% mineral value, 15% farming colonies who have 110% organics etc.

cordas wrote:
Am I right in you basing the building of new resource gathering colonies on the amount of colonies already doing that?

If so is it pure based on the number of colonies or on the number of facilites collecting the resource? I would heavily suggest number of facilities not colonies, or better yet I would go try basing it off a % related to current maintenence, as that only ever goes up (well until you start to get hammered)

You have to set what is going to be built on a planet when you set its colony type and I have yet to find an easy way of referencing the number of facilities in an empire, which doesn't mean its impossible. I am on the verge of finding space and size, which could if you think about it do the same thing. I like the maintenance suggestion and I will look at it, something in the ship building code might be of use, where resources are referenced.

cordas wrote:
One other thing I think is mandatory is any large or huge breathable planet (i also tend to do this on mediums as well if I don't have any bigger in the system as this is a nice back up to my military bases) should have a space yard built 1st, otherwise they take years (literally) to build up their facilites and years again to do upgrades (upgrades imho need to be done as quickly as possible to really make them pay off), a space yard reduces that time drasticaly and allows for extra ship building when needed.

I would very much like to add your shipyard idea but this is stumping me:
(planet_value.Get(RESOURCE_TYPE_MINERALS))

I need to guess what to put in place of RESOURCE_TYPE_MINERALS in the brackets, the field for size or some such.

I've tried space, size, planet size. If I could successfully guess what to put in here I could make the colony types add ship yards as a priority, that is if the colonies are big in size or the colony being breathable would be another way to do it. I may yet find it in the code but I haven't so far.

evilginger wrote:
I haven’t yet played any games in god mode and had a check round on what the AI's are up to so I know that they use the weapons from the racial techs and have seen organic armour used but as most of the time I am 10+ Tl's ahead of the AI in weapons techs I don’t have much of a problem dealing with them. I would presume that the AI would use the weapons and armour as they are the most straight forward applications of the technology.

I will have to start a game with custom Aliens which use only the racial techs and see what happens and have a snoop round in the background.

Please do, any help is appreciated Smiling

Testing another game now and i'll report in my usual thread how they do, now i've finally made the ship design and research changes compile and work. My target is a 300% score on the other ai and a moderate challenge for a human. If I get it in any one of the AI's its alpha testing time, so wish them luck Eye-wink

---

Designing an advanced, diplomatic AI + shipset
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Image de cordas

Another AI diplomacy change

Soumis par cordas le Mer, 2006-12-06 13:32

Another AI diplomacy change I would recomend is to change it so that AI will be very unlikely to enter into treaties that stop them making treaties with other races, as this tends to push them into hostile realtions and war fairly quickly.

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Image de se5a
Mod Designer

1) set homeworlds to

Soumis par se5a le Mer, 2006-12-06 14:04

1)
set homeworlds to fastbuild

2)
build a spaceyard base or two

3)
build colony ships with sensors on them to use as coloniser scouts.

4)
use these colony ships to scout as far out as possable till they run low on suplies, then colonise the nearest good planet.

5)
build colony ships with cargo instead of sensors and supplys to colonise those planets that your colony ships have found.

6)
build frigates as needed once you meet annother race.

-----
an se5a is a ww1 fighter, it is also a car.

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Image de cordas

not sure about a subject

Soumis par cordas le Mer, 2006-12-06 17:47

se5a wrote:
1) set homeworlds to fastbuild

4)
use these colony ships to scout as far out as possable till they run low on suplies, then colonise the nearest good planet.

5)
build colony ships with cargo instead of sensors and supplys to colonise those planets that your colony ships have found.

6)
build frigates as needed once you meet annother race.

1) Personally I never use that simply because I forget to turn it off and 10 turns at 25% build is really harsh.

4) Different approach will have to try it, I usualy grab any breathable planets as soon as I find em

5) I find that using minimum cargo (population) works best for colonies, as migration seems to do a better job of spreading population than taking more from your homeworld. Although I do add cargo to my colony ships, thats for transporting troops to conquor hostile AI races.

6) I like to get a frigate or 2 out fairly early on before I meet any race as it gives me the ability to respond imediatly (I upgrade them often as well), I sometimes also use them to control warp points and secure choke points for myself.

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Dont use fast build

Soumis par evilginger le Mer, 2006-12-06 18:08

Would never use fast build unless it was an genuine emergancy

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Image de Captain Kwok
Mod Designer

Good for SE:IV, but SE:V?

Soumis par Captain Kwok le Mer, 2006-12-06 23:31

se5a essentially described the SE:IV rapid expansion model and it was (is) very effective. Of course for stock SE:V you'll need to have the BSYs or it would be a very bad idea to go on emergency build. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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maran wrote:You have to set

Soumis par Therax le Mer, 2006-12-06 23:50

maran wrote:
You have to set what is going to be built on a planet when you set its colony type and I have yet to find an easy way of referencing the number of facilities in an empire, which doesn't mean its impossible. I am on the verge of finding space and size, which could if you think about it do the same thing. I like the maintenance suggestion and I will look at it, something in the ship building code might be of use, where resources are referenced.
Have a look inside Utilities\ScriptParser. There are two text files in there with the information you're looking for.

CodeListing_Interface.txt has all the functions in the main code that you can call from your AI script. Sys_AI_Empire_Stats_Get_Total_Maintenance_Resources_Expenses() and Sys_AI_Empire_Stats_Get_Colony_Resource_Production() are likely things to use to implement cordas' scheme. These two functions are documented to return structures of the "resources" data type.

CodeListing_BuiltIn.txt has utility functions for dealing with data structions. You'll probably need resources_get() to pull out the individual numbers for minerals, organics, and radioactives from the structures returned by the above function calls.

maran wrote:
I would very much like to add your shipyard idea but this is stumping me: (planet_value.Get(RESOURCE_TYPE_MINERALS))

I need to guess what to put in place of RESOURCE_TYPE_MINERALS in the brackets, the field for size or some such.

I've tried space, size, planet size. If I could successfully guess what to put in here I could make the colony types add ship yards as a priority, that is if the colonies are big in size or the colony being breathable would be another way to do it. I may yet find it in the code but I haven't so far.


All the constants are also listed in CodeListing_Interface.txt. But the planet_value structure is *only* for planet *value*, the percentage figures inherent to the planet. For planet size, the Sys_Get_Space_Object_Facility_Total_Space() function looks like a good bet to me, since all you care about it whether there's enough facility space to warrant devoting some space to a space yard. Smiling

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The first thing i reasearch

Soumis par Nicky21 le Mer, 2006-12-06 23:54

The first thing i reasearch is Sensors up to level 5. The reason is that this way it takes me just 4-5 turns to explore a solar system.

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I like to research applied

Soumis par eggsrid le Jeu, 2006-12-07 02:42

I like to research applied research first and build lots of research colonies... this way, even though I'm pretty much weaker early in the game, if I can just hold back the AI for a while (which usually isn't that hard) I end up being able to research anything I want real fast later on.

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Ships that retreat

Soumis par Psieye le Jeu, 2006-12-07 11:10

I would argue that AI ships (even armed and armoured/shielded) need to learn to retreat if they're up against clearly unfavourable odds. Especially early game where each ship loss is felt more - the AI should realise 1 Frigate doesn't stand a chance against a group of 7 say, assuming roughly equivalent techs.

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AI ships should always retreat :D

Soumis par col.kurtz le Jeu, 2006-12-07 12:04

Quote:
Psieye wrote :

I would argue that AI ships (even armed and armoured/shielded) need to learn to retreat if they're up against clearly unfavourable odds. Especially early game where each ship loss is felt more - the AI should realise 1 Frigate doesn't stand a chance against a group of 7 say, assuming roughly equivalent techs.

Yep, especially when seven AI designed destroyers won’t usually stand a chance against a single player designed frigate already Eye-wink

-------------
Feel lucky earthling ?

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LOL, I meant sensible retreat situations

Soumis par Psieye le Jeu, 2006-12-07 12:22

col.kurtz wrote:
Quote:
Psieye wrote :

I would argue that AI ships (even armed and armoured/shielded) need to learn to retreat if they're up against clearly unfavourable odds. Especially early game where each ship loss is felt more - the AI should realise 1 Frigate doesn't stand a chance against a group of 7 say, assuming roughly equivalent techs.

Yep, especially when seven AI designed destroyers won’t usually stand a chance against a single player designed frigate already Eye-wink

-------------
Feel lucky earthling ?


Haha, while that is true to an extent, I was more talking of scenarioes where I have 20 Light Cruisers and Frigates bearing down on ONE enemy Destroyer - that single AI ship will still come charging at me and maybe get 1 shot in that I repair/shield by the end of the turn. The AI clearly should recognise that it doesn't have a hope and just run for it. Isn't there a "retreat if enemy strength is > X% of ours" option? Obviously they shouldn't retreat if they're defending a Homeworld or something, but if it's a random encounter in space, and they have reinforcements in other sectors, they ought to retreat appropriately.

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I argee the AI has to know

Soumis par SirKid le Jeu, 2006-12-07 13:35

I argee the AI has to know when ot retreat. Also, the AI needs to know when to resupply. Several times I've run across huge AI fleets that have to retreat because they are out of supply.

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As far as research, I start

Soumis par SirKid le Jeu, 2006-12-07 13:39

As far as research, I start out by pumping my research capability up several levels then sensors. After these are up I work on several things at one time, engines, hull size, intel ect.. But one other thing I do early on is learn to colonize another planet type to give me more planets to colonize early in the expansion phase.

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Its faster to build new

Soumis par obliwobly le Jeu, 2006-12-07 13:42

Its faster to build new research posts than to research applied research in early game, personally I would ignore applied research until you have at least 40K research, I suggest sensors, ship size, armor, missile, projectile, small weapons, point defence, one level of engines in first turn but no more engine thereafter because there is a bug with engine upgrade for players which might affect AI, (I dont know). Set ships to use missile with maximum range strategy. Then this AI should dominate all other AIs if not players too unless auto resolve is different from tactical resolve.

Have them build at least ten troops on each planet and minimum 3 platforms with two missiles per platform.

Have them use any planet with less than 100% mineral for research 90% and intelligence 10%. When you have 40k research, then research 2 levels of applied research and upgrade after you have second level done.

Then research phyics and get meson blaster up to 7 or better and at least level one large ship,base,platform mounts and then get destroyer with optimal range strat and meson blaster. Then research shield. Build plats with two large meson blasters, one missile and PD.

etc etc

The AI is not very effective at the moment. Where can I learn to mod it ?

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yah

Soumis par DimmurWyrd le Sam, 2006-12-09 09:07

I agree with obliwobly about the just build more research facilities and leave researching applied research for when you have a larger amount of research to spend otherwise it can bottleneck you bad.

Also something that is HUGELY overlooked... Switch to monolith once your base economy takes off... scrap all others and use monolith (slowly upgrade that is hehe.) because at the highest level a monolith gives 12,900 of EACH vs 10,000 of ONE... then build and USE the material converter (or whatever it's called) the AI should be able to easily calculate and use that device to great effect in combination with monoliths.

YES monoliths are maint heavy but well worth it if you also use value improvement plants (or nature shrines hehe)

also the use of robotoid plants and such give huge boosts... using the organic tech facilities is very useful. (even though they state different all 3 will work together cumulatively or so it seems to me) or at least the effects they have that vary work in any case it's well worth having 1 of each in a system since they are systemwide.

fate/nature/time shrines are absolutely awesome as well... nature especially since it caps out early with 22% improvement while the value improvement plant is only 7.5% and local

The AI doesn't make enough use of systemwide facilities IMO.

also a research policy that puts like 1-5% in a critical weapon type and 1-5% in sensors and leaves them there til they are capped (or you get to where you want to max em fast etc.) allows you to continually improve them while doing other things because those are CHEAP techs they don't need 100% except for the initial push just to make them available and useful.

the huge key the AI lacks is getting it's research off the ground... it easily gets more resources than it can ever effectively use but it never gets it's research to any really useful level...

Lategame I find shields and armor worthless... Range counts for a LOT more at that stage because most of the high tech weapons can blow through them too easily... HOWEVER this might be changed in 1.17 since I am still playing through my first game in this patch and I am finding some good balance fixes such as electrical discharge caps at half what it used too... Still a single heavy fighter can have 12 guns that do 592 damage vs the 1730 shield points of a maxed phased shield lol. anyway... fighter weapons are as potent as normal ship weapons (sans mount) at max tech it seems but just very short ranged.

Anyway... Hope some of this might prove useful. Eye-wink

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Applied research

Soumis par evilginger le Sam, 2006-12-09 09:26

I disagree the best way to get the AI of to a good start is to research applied research whilst building and upgrading as many Research centres as possible. I would find an AI who just built lots of tl1 centres a walk over as all I have to do is find the one colony with a star port on it and glass that to cut off all that research from the empire, which would rapidly reduce the AI Empire to only those few Research centres in the home system crippling it. Such a tactic would also cause the AI to expand faster than it could protect its holdings again not a wise thing to do.

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Hadn't thought about the

Soumis par cordas le Sam, 2006-12-09 10:03

Hadn't thought about the vunerability of space ports, as I habbitualy take natural merchant in my racial traits (its just too handy).

The AI should be instructed to build - recylce - build weapons platforms on its space port worlds, and also build sat and mine defences for these worlds. Yes stationing ships will help as well, but realisticly ships are probably better used elsewhere rather than being parked on these planets.

Of course the AI needs to have a formula to upgrade facs and as far as I am aware all mod builders know this and are working to implement it (or need repeated introductions to Mr Baseball bat until they do).

The debate about when to research Applied research is going to go on and on, so my suggestion is that some AI races should be told to do it on a constant basis from the begining of the game, and others to do it in lumps. Not every AI should have to approach this in the same manner, as long as they consider the implications of this.

The AI could also do with being given better instructions on how to spend its 1st turn RP. If it wants to get a theoritcal science at the start of the game its probably best to do it now in 1 turn rather than doing XX% of it and then the rest over the next Y turns. I would make it spend at least 20% on sensors.

cordas wrote:
The AI needs to be told to keep a minimum of 2 items in the construction queue at any one time so it can take advantage of over spill from 1 item to the next.

If its possible can you get the AI to total up how much its current construction is going to cost and always make sure it has more than 1 turns worth of construction queued? There are times when doing fac upgrades (which hopefully the AI will learn to do) when you can upgrade a number of different facs in the same turn if you have a good enough space yard and set of bonuses.

If thats not possible then adding a 2nd item to the queue is a good stop gap but can lead to some problems (far more so if you where to set this to 3 or 4 items) when it comes to building the latest versions of ships, facs and units. Imagine the AI queues building a system defence sheild at 20 turns and then a storage fac, by the time those 20 turns are up that storage fac could be generations old.

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Starting reasearch

Soumis par evilginger le Sam, 2006-12-09 10:11

However it’s spent it needs to be spent in such a way as the AI gains something from it immediately. I will generally allocate it all to one area then reduce it to the minimum needed to gain a TL in a turn then do the same with the next most desirable tech and so on that way you get something out of that initial boost which can be used straight away.

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AI nearing release tonight!

Soumis par maran le Sam, 2006-12-09 12:59

The release is pending now, i'll upload, test and post the links shortly in a new thread.
I could do with a few mirror hosts so if you have any, please post them.

I will make a new thread for it titled Tarsus Defensive AI release, when I have uploaded it to a few places, a dedicated host or mirror anyone could offer would be appreciated. Total size for all three races Tarsus, Rimworld and Valexi is about 20 megs zipped.

---

I've altered so many variables and many suggestions here have been gold, thank you all.

As an example of its early expansion the Tarsus AI will have 18 planets 20000 research, while its stock AI will have 6 and 8000.

In my latest test game, I have 4 tarsus AI's in and using all the tricks I knew to expand, one managed to stay at my pace, 2 dropped slightly behind and 1 outpaced me!!

cordas wrote:
Another AI diplomacy change I would recomend is to change it so that AI will be very unlikely to enter into treaties that stop them making treaties with other races, as this tends to push them into hostile realtions and war fairly quickly.

First thing I did Smiling

Captain Kwok wrote:
se5a essentially described the SE:IV rapid expansion model and it was (is) very effective. Of course for stock SE:V you'll need to have the BSYs or it would be a very bad idea to go on emergency build. Sticking out tongue

I have yet to find how to force the AI to fast build, do you know the function?
I have a great deal more shipyards in queue's however.

Therax wrote:
maran wrote:
You have to set what is going to be built on a planet when you set its colony type and I have yet to find an easy way of referencing the number of facilities in an empire, which doesn't mean its impossible. I am on the verge of finding space and size, which could if you think about it do the same thing. I like the maintenance suggestion and I will look at it, something in the ship building code might be of use, where resources are referenced.
Have a look inside Utilities\ScriptParser. There are two text files in there with the information you're looking for.

I can't believe I didn't see this but two days when I did, I completely re-wrote the colonytypes and indeed many other functions of the AI, the Tarsus AI brain owe's a debt to you Smiling

I actually reversed this slightly and made the AI build shipyards on small planets in the first turns to increase the amount of shipyards it had to use quickly.

Nicky21 wrote:
The first thing i reasearch is Sensors up to level 5. The reason is that this way it takes me just 4-5 turns to explore a solar system.

I was using this approach but in the end I found a huge boost to my AI's when I just made them ancient race, I was fed up with the early bottleneck of the AI's using sensors to explore every inch of a system.

Psieye wrote:
I would argue that AI ships (even armed and armoured/shielded) need to learn to retreat if they're up against clearly unfavourable odds. Especially early game where each ship loss is felt more - the AI should realise 1 Frigate doesn't stand a chance against a group of 7 say, assuming roughly equivalent techs.

Its not the fact they don't judge strength correctly which causes this (though they don't have a very intelligent calculation) its that they have no memory of ambushes and its one thing I haven't been able to change, I really hope mm alters this and gives the AI a memory if its been ambushed in the same system 3 or more times etc.

col.kurtz wrote:
Yep, especially when seven AI designed destroyers won’t usually stand a chance against a single player designed frigate already Eye-wink

Hmm I hope its more like 2 or 3 for my AI's. They use so many components the standard were not, ECM's, combat sensors, shield rechargers, point defense less crew quarters etc; though there is much work to be done on this front.

SirKid wrote:
But one other thing I do early on is learn to colonize another planet type to give me more planets to colonize early in the expansion phase.

Yep thats done fairly early on, though not too early as its an expensive tech to take up one of the spending fields in. (The AI has four spending fields)

obliwobly wrote:
Its faster to build new research posts than to research applied research in early game, personally I would ignore applied research until you have at least 40K research, I suggest sensors, ship size, armor, missile, projectile, small weapons, point defence, one level of engines in first turn but no more engine thereafter because there is a bug with engine upgrade for players which might affect AI, (I dont know). Set ships to use missile with maximum range strategy. Then this AI should dominate all other AIs if not players too unless auto resolve is different from tactical resolve.

Have them build at least ten troops on each planet and minimum 3 platforms with two missiles per platform.

Have them use any planet with less than 100% mineral for research 90% and intelligence 10%. When you have 40k research, then research 2 levels of applied research and upgrade after you have second level done.

Then research phyics and get meson blaster up to 7 or better and at least level one large ship,base,platform mounts and then get destroyer with optimal range strat and meson blaster. Then research shield. Build plats with two large meson blasters, one missile and PD.

etc etc

These design types will be really helpful thanks, thats what I need to specifically force certain designs Smiling
Until I am sure upgrading the AI facilities is working I cannot ignore the early research boost from applied research, as this will be the tech buildings there stuck with on their initial colonies (also in a large galaxy there is enough time to benefit from it)
MY AI's colony types are already selected based partly on the balance mods, percent system (A heavily, heavily modified version now though)

obliwobly wrote:
The AI is not very effective at the moment. Where can I learn to mod it ?

Follow my two links, search on the forum and read my upcoming readme with the tarsus AI. As well as take a look at the balance mod AI.

Good luck! I'll help if I can.

DimmurWyrd wrote:
I agree with obliwobly about the just build more research facilities and leave researching applied research for when you have a larger amount of research to spend otherwise it can bottleneck you bad.

Also something that is HUGELY overlooked... Switch to monolith once your base economy takes off... scrap all others and use monolith (slowly upgrade that is hehe.) because at the highest level a monolith gives 12,900 of EACH vs 10,000 of ONE... then build and USE the material converter (or whatever it's called) the AI should be able to easily calculate and use that device to great effect in combination with monoliths.

I can work on the mid game techs later on, however the way things are set up its difficult to put a different type of colony facility into a build queue.
Hmm unless that is I added it as a percentage of the facilities to be built on a planet but i'm not sure if that would force 5% of space, on all those colony type's, to be left empty.

DimmurWyrd wrote:
The AI doesn't make enough use of systemwide facilities IMO.

Noted i'll see what can be done in a later release, thanks!

DimmurWyrd wrote:

the huge key the AI lacks is getting it's research off the ground... it easily gets more resources than it can ever effectively use but it never gets it's research to any really useful level...

My AI was doing too much so i've toned it down a bit, it gets a much better start research wise. You'll see as you try to keep up Eye-wink

DimmurWyrd wrote:
Lategame I find shields and armor worthless... Range counts for a LOT more at that stage because most of the high tech weapons can blow through them too easily... HOWEVER this might be changed in 1.17 since I am still playing through my first game in this patch and I am finding some good balance fixes such as electrical discharge caps at half what it used too... Still a single heavy fighter can have 12 guns that do 592 damage vs the 1730 shield points of a maxed phased shield lol. anyway... fighter weapons are as potent as normal ship weapons (sans mount) at max tech it seems but just very short ranged.

Do other people find the same things true about range, if so I can set a lot of max range craft as a priority to be built later, over the standard attack craft types the AI use, its easily done.

DimmurWyrd wrote:
Anyway... Hope some of this might prove useful. Eye-wink

Very Useful! You have been awared a share of the tarsus brain Smiling

evilginger wrote:
I disagree the best way to get the AI of to a good start is to research applied research whilst building and upgrading as many Research centres as possible. I would find an AI who just built lots of tl1 centres a walk over as all I have to do is find the one colony with a star port on it and glass that to cut off all that research from the empire, which would rapidly reduce the AI Empire to only those few Research centres in the home system crippling it. Such a tactic would also cause the AI to expand faster than it could protect its holdings again not a wise thing to do.

For the AI there is not a debate, I really hope my Ai is upgrading but until we run a few more tests I don't know. Its set to hopefully upgrade after turn 25, so fingers crossed.
But regardless its a primitive upgrade system i've put together and thus having better tech initially is vital to early expansion.

cordas wrote:
Hadn't thought about the vunerability of space ports, as I habbitualy take natural merchant in my racial traits (its just too handy).

Hmm interesting point, i'll experiment, might be useful mid game for the AI.

cordas wrote:

The AI should be instructed to build - recylce - build weapons platforms on its space port worlds, and also build sat and mine defences for these worlds. Yes stationing ships will help as well, but realisticly ships are probably better used elsewhere rather than being parked on these planets.

Of course the AI needs to have a formula to upgrade facs and as far as I am aware all mod builders know this and are working to implement it (or need repeated introductions to Mr Baseball bat until they do).

The debate about when to research Applied research is going to go on and on, so my suggestion is that some AI races should be told to do it on a constant basis from the begining of the game, and others to do it in lumps. Not every AI should have to approach this in the same manner, as long as they consider the implications of this.

The AI could also do with being given better instructions on how to spend its 1st turn RP. If it wants to get a theoritcal science at the start of the game its probably best to do it now in 1 turn rather than doing XX% of it and then the rest over the next Y turns. I would make it spend at least 20% on sensors.

I'll take the recyling onboard and have a look, no idea if its possible without some investigation. The AI does launch a lot of satellites and mines though, so it has plenty of room for more.

Found a way to do the early science focus yesterday.

cordas wrote:
The AI needs to be told to keep a minimum of 2 items in the construction queue at any one time so it can take advantage of over spill from 1 item to the next.

If its possible can you get the AI to total up how much its current construction is going to cost and always make sure it has more than 1 turns worth of construction queued? There are times when doing fac upgrades (which hopefully the AI will learn to do) when you can upgrade a number of different facs in the same turn if you have a good enough space yard and set of bonuses.

If thats not possible then adding a 2nd item to the queue is a good stop gap but can lead to some problems (far more so if you where to set this to 3 or 4 items) when it comes to building the latest versions of ships, facs and units. Imagine the AI queues building a system defence sheild at 20 turns and then a storage fac, by the time those 20 turns are up that storage fac could be generations old.

Put the bat down Sticking out tongue, seriously I have a few idea's if this test run on upgrading doesn't work, so we'll see.
Two Items to the construction queue could be possible looking at the code, i'll mark it for the next release. Currently its done in lists after all.

evilginger wrote:
However it’s spent it needs to be spent in such a way as the AI gains something from it immediately. I will generally allocate it all to one area then reduce it to the minimum needed to gain a TL in a turn then do the same with the next most desirable tech and so on that way you get something out of that initial boost which can be used straight away.

This is done to an extent in Tarsus, when I finally realised how the AI does research spending. Its only in a basic form in my AI currently but its better than it was, I will develop it now I understand it.

For the first 3 turns it spends everything in applied science (read the most important field), now in applied science the first thing it needs to research is applied research, thus you end up with all the initial bonus going into the applied research field.
From turn 3 - 25 its spending is restricted to mostly weapons and applied science (applied science is shields, armor, many things) and a tiny bit into theoretical science for physics, which unfortunately falls outside of the most important field.
From 25+ its split over the four area's, with most into applied, 30% in weapons a bit in the cultural fields etc.

Sorry if i've missed anyone, I am rushing to get the AI released and go out and have a drink. Smiling

Thank you all for the input, i've been reading this over the last few days but not had time to reply.

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maran wrote:Its not the fact

Soumis par cordas le Sam, 2006-12-09 13:13

maran wrote:
Its not the fact they don't judge strength correctly which causes this (though they don't have a very intelligent calculation) its that they have no memory of ambushes and its one thing I haven't been able to change, I really hope mm alters this and gives the AI a memory if its been ambushed in the same system 3 or more times etc.

Is it possible to put a halt at warp gate comand in, then wait till the end of the turn and jump all ships waiting to go through the warp gate to jump together?

I know using the fucntions to check idle ships its possible to do once per sector which would make the search to see if all ships have moved as far as they can easier to do.

If you could do this it would help a little, I have seen the AI send upto 4 or 5 ships through a gate one after another, when individualy they get killed (with barely denting my organic armour, but together would at least stand a fighting chance or do me some real damage. Add that onto a decent ship build and it would become a reasonable fight.

P.S. Go enjoy your beer, and have one on me Eye-wink

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Look forward to fighting this AI

Soumis par evilginger le Sam, 2006-12-09 13:34

good work I look forward to fighting this AI

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Woooo, a good AI~

Soumis par Psieye le Sam, 2006-12-09 14:50

Mmm... I wonder what this AI will do if I turn on 100% Vision such that the AI is guaranteed to know where to attack and where to avoid. Congratulations on your progress!

Incidentally, this AI is tuned for stock right? Ah well, Balance Mod is going to re-vamp a few things anyway so I'll wait until that's settled and this AI gets a BM version.

Uuu... I always make my own tweaks to any mod I play, so I guess I'll have to learn up AI tweaking too to make sure the AI keeps up with my changes. Looking forward to reading your readme.txt

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