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

AI research facility priority

Soumis par Eater1 le Sam, 2007-08-18 21:00 SE:V MODs

I've playing BM lately, and I've noticed that it seems that the AI doesn't really prioritize research facilities nearly as much as I do... it seems that mostly the planet quality is what determines what the AI builds, as I've noticed that most planets the AI colonizes that have over 100% value for a certain resource become almost completely devoted to producing that resource, while research only gets built if the planet has low value. The result is that sometimes the AI actually benefits from having bad planets... which is kinda odd.
So, for anyone writing AI mods, this may be something to consider. Resources cannot really be stockpiled in large amounts in SEV, so it makes sense to only produce slightly more than you can use, while the rest should go to research and intelligence...

‹ Big bad question on my mind.. How to read the Fleet name ›
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Image de Captain Kwok
Mod Designer

Re: AI research facility priority

Soumis par Captain Kwok le Dim, 2007-08-19 09:58

It's actually a bit more complex - there's modifiers for planet size, breathability, and current resource levels. There's also overrides that allow for extra research facilities on resource colonies if a particular resource is in surplus. Anyhow, I've also made a few enhancements for the next version, so production shouldn't be too influenced by the planets the AI colonizes.

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Space Empires Depot | SE:V Balance Mod

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Re: AI research facility priority

Soumis par Eater1 le Lun, 2007-08-20 13:27

Well, it could be that the situation simply exposed a corner case in the facility priority logic, because I was playing with no warp points (starting tech of 5 mill), and the AI refused to build research facilities unless the planet had less than 100% on all resources. This could actually be because, despite being isolated, they insisted on building up massive fleets, so it could be they simply needed to pay upkeep costs. I imagine that is a much more difficult problem, because it is not easy to decide if you should build a big fleet and have less research, or keep a small fleet and be vulnerable. Perhaps the AI should err on the side of one or the other depending on its characteristics (more scientific vs. more aggressive), especially considering how fast ships can be built in SEV.
While we're on the subject of the balance mod, there is another more disturbing issue I noticed. I noticed that when a lot of the AIs got their hands on ECMs, they would design fighters and troops without weapons (not an uncommon issue in stock too...). I guess this has something to do with component priorities, because they usually had full engines, combat sensor, ECM, small supply, and no gun. Maybe the small supply could be lowered in priority? And the combat sensor should probably have lower priority than guns, since it's useless without a gun... I personally never put supply on fighters or troops, because they hardly ever seem to run out, and the extra space could be used for armor or guns.
Also, I noticed that there is logic in the AI code for using stellar manipulation. Is the AI actually "fully certified" to do stellar manipulation now? I've never seen it do that, but it could be that the 5 mill points it started with simply wasn't enough. Is it smart enough to "explore" with new warp points if it's isolated? Because that would actually enable no-warp point maps to be fun in singleplayer.

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Image de RogerN

Re: AI research facility priority

Soumis par RogerN le Lun, 2007-08-20 13:37

Is there any difference in facility priority between the various AIs? In other words, does a race like the Abbidon put a higher priority on research than, say, the Terrans? It would add nice flavor if some races focused more heavily on research, resource production (and therefore larger fleets), or intelligence operations. I wouldn't want to see all of the AIs blindly build more research.

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Image de Captain Kwok
Mod Designer

Re: AI research facility priority

Soumis par Captain Kwok le Lun, 2007-08-20 13:49

The AI in stock or the Balance Mod has no instructions for using stellar manipulation. I was going to put together some rudimentary instructions for v1.10 of the mod, but haven't done so yet.

I haven't really added any modifiers for the "Not Connected" state either aside from research priorities.

--

I've been continuing to add modifiers for all areas that are influenced by the type of empire. Right now, design types, ~politics, and weapons are the most diverse. Colony types and facilities are influenced somewhat by the racial trait choice.

--

There are still a few situations where a design might not get a weapon. Aside from a typo, the typical cause is a heavier than normal weapon, which is just slightly too big to be added to a lower tech fighter or troop. It's an active area of debugging.

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Space Empires Depot | SE:V Balance Mod

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Re: AI research facility priority

Soumis par Eater1 le Lun, 2007-08-20 14:39

Ah, OK, I see.
I thought I saw a post on the BM section of spaceempires.net suggesting that stellar manipulation was in.
I noticed the diversity in design types and weapons - I thought that was actually pretty cool... if only there was more component diversity in the game itself (because really, there's not much to vary besides weapons - everything else can only really be 'the best of'). It also seems (and I could be wrong in this) some races prefer different strategies - I've seen some build mines, while others focus on fighters, while others build lots of cruisers. It could have more to do with research priorities though.

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