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

Help with AI, Getting it to react to player/ other empires Tech advancements

Soumis par Kilson le Mer, 2007-07-18 19:49 SE:V MODs

The problem Im running in to is how can I get the Ai to factor in the type of weapons that there enemy is using.

If Empire A Is using Beam weapons Say like the Ion Cannon, I want Empire B to equip its Ships and Stations with Beam Armor.

Now I can't seem to figure out how to get this to work.

-- So you get an Idea of where Im coming from for this--
This mod is based on the Idea of there is no one perfect ship, fighter or space base. No one strategy that will carry you to victory.

Weapons- All weapons fall under Four types

Beam -
Beam weapons are one of the more powerful weapons for there size and cost.

Pro's
High Damage to Weight
Medium - Long Range
High Accuracy

Con's
Slower Fire Rate
More massive than any other direct attack weapon

Bolt-
Bolt weapons are any that attack in to packets of force, kinetic or energy.

Pro's
Fast Fire Rate
Most compact weapon type
Good damage

Con's
Less range than Beams
Average Accuracy

Guided Weapons -
Weapon that is self contained and launched from attacker at target

Pro's
Longest Range Weapon
Very High Damage
Almost always Hits

Con's
Very Very Mass intensive
Can be destroyed before hitting target
Low Fire Rate

Shot- ( unguided Torpedo)
Any weapon that Dose not fit any other class.
This Class is the Covers the Weapons that don't work under other weapon types
Siege Cannon -- Massive Accelerator that hurls Large Objects at Very High Speed
Anti-mater Cannon Very Very Powerful Cannon that Hurls Contained Anti-mater/ Matter at targets
Plasma Torpedo -- Compressed Ball of plasma shot at Enemy ships or Bases
Warp Missile -- FTL Weapon that warps a warhead to enemy ships - Damage is 0 - Max at all ranges
Ect.. . .

Pro's
------
------
------

Con's
-----
-----
-----

Now there are 6 Armor types

Normal Armor -- Heavy Plating Designed to protect a ship form hostile fire and space
Pro's --
Protects internal components of ship from damage

Con's --
Takes up space that could be used for weapons or other components.

Ablative Armor --- Armor that dissipates damage by radiating energy back to space
Pro's --
Ignores damage under its dissipation threshold

Con's --
Weaker than normal Armor for its Mass
More massive than Normal Armor

Beam Armor --- Armor that breaks up the coherency of energy beams.
Pro's--
Lowers damage from Beam type weapons

Con's --
Increases damage from Bolt type weapons
Weaker than normal Armor for its Mass
More massive than Normal Armor

Bolt Armor --- Armor that disrupts bolt of energy or deflects small kinetic weapons.
Pro's--
Lowers damage from Bolt type weapons

Con's --
Increases damage from Beam type weapons
Weaker than normal Armor for its Mass
More massive than Normal Armor

Seeker Pulse Armor --- Armor that disrupts Guided type weapons causing them to detonate early.
Pro's--
Lowers damage from Guided type weapons

Con's --
Slightly increases damage from Beam type weapons
Slightly increases damage from Bolt type weapons
Weaker than normal Armor for its Mass
More massive than Normal Armor

Shock Armor --- Armor that absorbs the shock of Shot type weapons.
Pro's--
Lowers damage from Shot type weapons
Slightly Lowers damage from Bolt type weapons

Con's --
Increases damage from Beam type weapons
Slightly increases damage from Guided weapons
Weaker than normal Armor for its Mass
More massive than Normal Armor

Thanks

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Re: Help with AI, Getting it to react to player/ other empires T

Soumis par Kilson le Lun, 2007-07-30 11:36

Any one have any Ideas?

Any one . . .

Views a large room that is totally empty.

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Image de Captain Kwok
Mod Designer

Re: Help with AI, Getting it to react to player/ other empires T

Soumis par Captain Kwok le Lun, 2007-07-30 13:06

It's possible to do, but would be rather time-consuming to create a series of functions that would guide the AI. The first part would be to have a function that looks through the other player's combat designs and checks to see what weapons/defenses they have. It would probably be best to do a tally count to see which items are being used the most in order for an AI to make the most-rounded counter design. The second part would be the series of functions that tells the AI implicitly what counter weapons/components to use based on the analysis. Once you have the best weapons to use, you'd have to tell the AI to shift it's research into those areas.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Help with AI, Getting it to react to player/ other empires T

Soumis par Kilson le Jeu, 2008-03-27 22:56

Sorry about performing Forum Necromancy - - Just got a new computer that will run SE5 - MBP as my only windows box died on my shortly after August of 07, and just now getting back in to modding SE5. Kwok any good place to get started on scripting. Or is the new mod guide up to it?

Was rereading some of my old Ideas and really liked this one.

Thanks
Kilson

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