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

GidMod, Status Update...

Soumis par Gideon le Jeu, 2007-12-06 15:03 SE:V MODs

Well, so far so good. Extensive testing has uncovered some more errors in my mod which have been corrected (such as the AI being able to spend over 100% of its intel points on sabotage actions under certain conditions).

Currently, however, there is still much work that can be done. As the mod continues from this point forward, one of my ongoing tasks will be to build ways to further differentiate each race's behaviours from each other.

I would say that, at this point, Research is the weakest part of this AI. I can not add any more tech groups, as I've hit the limit the UI code will allow. If I add any more, errors occur in the Research window. Therefore, to get past this roadblock, I need to completely rethink how the AI goes about research, and implement a different system than what exists now. While this will (hopefully) give the AI more flexability in its research, as well as making it more dangerous, this will be a time consuming task.

I'm shooting for a release date of this version on Friday/Saturday, so the Research changes will have to wait.

In the meantime, the AI does seem more aggressive than before, but I will need feedback from the players as to whether it is too much or not enough. Its all done with variables and numbers now (rather than categories and treaty status) so this can be tweaked endlessly (code permitting). Players should note that the AI is more aggressive towards those it is actually at war with, so treaties still matter. However, the AI will also perform aggressive actions against those it is NOT at war with (even those it has treaties with) if its anger is high enough. So, watch that anger level as an indication of what actions the AI will take. In a later version, I'll include ways the AI empires may try to "butter each other up", in order for certain personalities to try to create coalitions (and include code so that AI will form full-on alliances without player intervention). Then comes the "ganging up" scripts, which will cause the AI to prioritize its enemies, check for others relations, and try to form coalitions against those it feels are its greatest threats (even amung races that are otherwise enemies). All of this is do-able, it just takes time.

The next version will probably focus on completing the changes to AI ship design, so that each race will design ships with different priorities in mind. If this goes quickly enough, then I should be able to include changes to how the AI builds combat ships, so that it will try to have a mix of ship sizes. This mix ratio will be designed so that I can set it by each race as well.

I'm going to try to push through the changes to AI ship design and construction as quickly as possible, so that I can get on to redesigning the research system ASAP. After the research system, it will be time to augment/adjust the personality/politics system.

‹ Random value in research Sys_Get_Construction_Queue_Item_Upgrade_ID error... ›
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Image de Psieye

Re: GidMod, Status Update...

Soumis par Psieye le Ven, 2007-12-07 07:56

Incidentally what are the challenges/limitations of coding AI Research? That was a huge part of what killed IRM's code writers to my understanding.

If I were to write a tech tree from absolute scratch, what guidelines should I follow to make it "AI friendly"?

---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

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Mod Designer

Re: GidMod, Status Update...

Soumis par Gideon le Ven, 2007-12-07 12:09

You mean restructuring the tech trees themselves?

Welll....

As stock works:

The percentages the AI spends on each Tech Group are set in the _Main_Script.txt file for that race, under Set_Race_Research_Spending.

The order that the AI researches weapon techs is also in the _Main_Script.txt file for that race, under the Set_Race_Research_Spending function. If you look in here, you will see a ton of things commented out, and a few things that are not. The things that are not commented form a list of weapons, and the required tech for each. Read each uncommented section from bottem to top, to see the order the AI works through them. So, Abbidon Heavy Weapons research Capital Ship Missiles first, Telekinetic Projectors second, and then Mental Singularity Generators third. The AI will research the highest one in each list when it becomes available.

The order that techs are researched is set in Script_AI_Research.txt, in the Add_Research_Items function. Its sort of a long list of techs, in the general order they should be researched. The AI uses its spending settings to get items from this list. The AI tries to fill all the Tech Groups it is told to spend points on. If its a weapon, the AI will get the tech from the area discussed above, and the level it will research it to from lng_Research_Age_Max_Level.

The AI is told about dependancies of each tech in Script_AI_Research.txt, in the Get_Required_Techs_For_Tech function. This area is pretty straightforward, but there is a trick to it. Lets say your race is set to use Graviton Hellbores. The AI will look at that in the _Main_Script.txt file, and if its all entered there correctly, that file should be telling the AI that it needs Gravitational Weapons tech. If the AI doesn't have that tech, it will look in here to find what is required, and queue that up. This means that if you don't want the AI spending research points on certain theoretical techs (like Astrophysics) until you specifiy its presence in the Add_Research_Items function, you need to make sure no tech has it as a dependance in the Get_Required_Techs_For_Tech function.

Script_AI_GlobalResearch.txt functions very similary, but is used by the _Setup_Script.txt files.

This covers the way you control the stock research scripting. This does not cover the actual mechanics of the system, but it should be enough to get the AI to use almost any tech system you can create. It might not use it WELL, but it will use it.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

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Image de Psieye

Re: GidMod, Status Update...

Soumis par Psieye le Ven, 2007-12-07 12:56

Quote:
You mean restructuring the tech trees themselves?
Pretty much. As in, write TechAreas.txt completely from scratch. Hmm... well once I eventually get to AI design I now know I'll need to completely re-write those global scripts too... well it's months off so I won't think of it for now but one question does arise:

Quote:
I can not add any more tech groups, as I've hit the limit the UI code will allow. If I add any more, errors occur in the Research window. Therefore, to get past this roadblock, I need to completely rethink how the AI goes about research, and implement a different system than what exists now. While this will (hopefully) give the AI more flexability in its research, as well as making it more dangerous, this will be a time consuming task.
What is that limit incidentally? Is it 4 as it is in stock?

Either way, since I won't start writing my mod until 2 years later I look forward to what AI inspirations you and the other modders come up with.

---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

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Mod Designer

Re: GidMod, Status Update...

Soumis par Gideon le Ven, 2007-12-07 19:15

You can have no more than nine groups without there being problems.

Described here: http://www.spaceempires5.com/en-US/node/4808

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

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