Hows the current AI? |
Hey I am considering getting back into Space Empires V again - any developments in the AI in the past 12 months or so?
I was playing some other space strategy game called sword of the stars I think it's called - it's quite a bit of fun with a decent AI but it's got no where near the depth and richness of SEV, so if anything that game has rekindled my interest in playing SEV again. I just hate handicapping myself so much playing the SEV AI so as to not so easily steamroll everyone...

Re: Hows the current AI?
Yes, the (still beta) BM 1.15 is a quantum leap in AI design......

Re: Hows the current AI?
It surely adds more than a "smallest possible change"! 

Re: Hows the current AI?
As right now (beta 5)...
All stellar abilities working.
Resource Converter working
AI's don't go broke (much better resource management)
Better ship's designs
and that for starts....

Re: Hows the current AI?
crazydog, what do you call what you are doing and when might it be ready?

Re: Hows the current AI?
Sorry, that is beta 5 of BM 1.15

Re: Hows the current AI?
Thanks for the clarification.

Re: Hows the current AI?
When is 1.15 gonna be released?

Re: Hows the current AI?
As far as I know, next week
Re: Hows the current AI?
I have noticed in BM 1.14 that the AI will sometimes still build fighters without weapons. They just retreat in any battle situation. Is that going to be fixed in 1.15?

Re: Hows the current AI?
Same here. I've been away with another game. I still want to return to Space Empires 5.
1. How is the current STOCK AI? Mainly are All abilities/technologies used (including Stellar Manipulations, Resource Converters, etcetera)and does it plan well?)
2. If not, has there been any announcement on when and if the STOCK AI (Official game...haha...skip the responses to that please) will be complete in these regards?
Yes, I know of the mods.
3. Speaking of that, does the 'Unnamed AI' (I think it is called) mod address these issues? The Unnamed AI mod or another similiar MAY interest me IF the Official stock game will not be completed; because , as I have heard, it only improves the AI and alters nothing else.
4. Is it true that the Unnamed AI mod alters no Official/stock aspects of the game, other than the AI?
-Wade
Re: Hows the current AI?
The games stock AI works, but really adds no challenge. It seems to just build tons of frigates does not really compete in the technology race. To make the game interesting (in stock mind you) you need to give the comp players the starting bonus and maybe a few turns advantage.
As far as the mods, I played the Devnull mod, which uses the BM mod, and had real problems because the AIs would always seem to crash economically and scrape around to have enough just resources to end each turn.
I’m looking forward to trying out this new BM update. The game as of now seems kind of broken as far as the AI goes.
Re: Hows the current AI?
I stopped playing the stock game a looooong time ago. As far as I know little or nothing has been done to help out the AI. It seems the developer is concentrating on beating down all the bugs in the game and leaving the improvements in play to the modders.

Re: Hows the current AI?
The stock AI still sucks. It defends but that's about it.
Play the game multiplayer and you will see the full potential of this game. Pretty much all the weapons work how they are supposed to now (Engine damaging, weapon damaging weapons all work correctly and are actually useful now)
If you want a good single player challenge go with Balance Mod. I however don't like the changes made by BM though i must admit the AI work is impressive.
I don't play much single player at all so the crappy AI is mostly a non-issue. I prefer that MM look after bugs instead of working the AI. I expect the AI will come along eventually... priorities!!!
Re: Hows the current AI?
What does it take to read the ".csf" files...
and, are they the "brains" of the AI???
or is it in the other script files???
Re: Hows the current AI?

Re: Hows the current AI?
Well......
Code:
Version 1.15
---------------
xx. Changed - Slight revision to Small Shield Generator tech area requirements
xx. Changed - Decreased Organic Armor and Crystalline Armor to 10kT
xx. Changed - Reduced Organic Armor and Crystalline Armor to 16 tech levels
xx. Changed - Decreased Small Organic Armor and Small Crystalline Armor to 1kT
xx. Changed - Reduced Small Organic Armor and Small Crystalline Armor to 6 tech levels
xx. Changed - Reduced Energy Refractor to 5 tech levels
xx. Changed - Energy Refractor can only be placed in armor slots
xx. Changed - Adjusted tech level requirements for Ordnance Vat and Small Ordnance Vat components
xx. Changed - Adjusted tech level requirements for Genetic Recoding Lab facility
xx. Changed - Increased Wormhole Beam effect
xx. Removed - Anti-Ship Neutrino, Anti-Ship Ionic, and Anti-Ship Tachyon Warheads
xx. Changed - Only Shield Generators damage type skips armor and shields
xx. Changed - Adjusted damage amount of Shield Disrupter
xx. Changed - Increased the rate that population loyalty is gained and lost
xx. Changed - Adjusted happiness modifiers to make it a bit more challenging to obtain jubliant populations
xx. Changed - Modified engine requirements for Carrier and Dreadnought vehicle types
xx. Changed - Increased the size of Dreadnought hulls
xx. Changed - Small decrease to the size of Satellites
xx. Changed - Small decrease to the cost of troop components
xx. Changed - Increased the bonus/penalty amounts for the Organics and Radioactives racial traits to +/-25%
xx. Changed - Increased the bonus/penalty amounts for boarding parties in the Brave and Cowardly racial traits
xx. Changed - Increased the cost of the Ancient Race Trait to 1500 points
xx. Added - The Advanced Storage Techniques racial trait will now provide 20% more facility space
xx. Changed - Increased the cost of Advanced Storage Techniques racial trait to 2000 points
xx. Changed - Players will now start with level 1 in their racial tech areas
xx. Changed - Organic and Crystalline races with only have access to their racial trait hulls
xx. Changed - Revised Crystalline weapons
xx. Changed - Revised Organic weapons
xx. Changed - Revised Psychic weapons
xx. Changed - Revised Temporal weapons
xx. Changed - Intelligence Centers are now available as a starting item
xx. Fixed - Error in displayed ranges for warhead components
xx. Changed - Robotoid Factory facilities now provide a bonus to construction rates and not production rates
xx. Changed - Reduced Robotics tech area to 6 levels and increased tech area cost
xx. Changed - Ultra-Recycler facilities now apply their scrap modifier to the whole system
xx. Changed - Increased tech area cost for Centralized Computer systems
xx. Fixed - A number of errors in maximum tech levels
xx. Changed - Small increase to ship experience bonuses to attack and defense
xx. Changed - Reduced score calculation by a factor of 10
xx. Changed - Clarified the bonuses from racial traits, government types, and society types
xx. Changed - Clarified the bonuses from the cultural tech areas
xx. Changed - Clarified the description for items that cured plagues
xx. Changed - Re-scaled all ship model sizes
xx. Changed - Modified turning and acceleration rates for all vehicles
xx. Changed - Made lightning effects in storms more subtle
xx. Added - AI will consider a player's government and society type as a factor in relations
xx. Changed - Enhanced the AI's anger system
xx. Changed - The AI will examine treaty elements for their relevance
xx. Changed - The AI will be more aggressive in addressing a low resource condition
xx. Fixed - There will still instances where a player's design type wouldn't match the internal AI design type
xx. Changed - Made improvements to the way the AI adds weapons to its ship designs
xx. Added - AI will consider ordnance levels as part of its resupply criteria
xx. Added - The AI will evaluate each of its ship's orders to see if they are still valid
xx. Added - AI will use stellar manipulation technologies (In progress)
xx. Added - New minister, Ships (All) - Naming, to update ship names after retrofitting
xx. Fixed - The AI was sometimes choosing negative racial traits when it wasn't intended
xx. Fixed - The AI was spending starting tech points on tech area levels that are provided by default
xx. Fixed - Sometimes the AI wasn't adding weapon tech areas like Point-Defense to its research queue
xx. Fixed - The Population Transport Minister won't drop non-breathers on a undomed colony
xx. Added - The AI can now make use of resource converters
xx. Changed - Improved the AI's retrofit and scrapping decisions
xx. Changed - The AI is a lot more effective at adding multiple items to its construction queues
xx. Changed - Improved the distribution of units on the AI's colonies
xx. Fixed - Sometimes an AI queue would get stuck building Intelligence Centers whether they were available or not
xx. Fixed - The AI would try and drop units in a sector that already had the maximum number allowed
xx. Fixed - The AI wasn't always responding urgently to colonies with zero population
xx. Fixed - Sometimes AI players would send messages to individual empires in an Alliance
xx. Fixed - The AI would sometimes build multiple production boosting facilities
xx. Fixed - The AI wasn't building Monolith Facilities when it should have
xx. Changed - The AI will hijack Cargo Transports (or Colony Ships with no orders) for use as Population Transport if they colonies with no population
xx. Fixed - The AI was sometimes now getting a player's score and therefore was not able to make proper diplomatic decisions
xx. Changed - Made several improvements to help the AI maintain a suitable balance of resources
xx. Fixed - Sometimes the AI would add more facility upgrades to a queue than it had facilities of that type
xx. Changed - Added some improvements to the AI's use of remote resource components
xx. Fixed - AI players will no longer attempt to build ships/units when they have reached max units/ships
xx. Changed - Ships in fleets will be retrofitted more often by the AI when the fleet is at a Space Yard
xx. Fixed - Sometimes the AI had difficulty in undoming a colony with three or more races present
xx. Fixed - AI would sometimes research a tech area that was already maxed out
xx. Fixed - Scout/Explorer ships were not always sent by the AI to the nearest unexplored warp point
xx. Changed - AI players will now consider maximum ship and unit limits
xx. Changed - Repair ships will sometimes be sent to rescue disabled ships rather than just sent to fleets
xx. Fixed - Sometimes the AI would send multiple fleets to the same target when it wasn't necessary
xx. Updated - AI Scripts
Is enough ?
Re: Hows the current AI?
That's at least 83 quantum leaps - but it probably goes well into the thousand if we say data fields and script lines are SE "quants". You realize that regardless of popular usage of the word a quantum leap is the smallest possible change, do you?
Re: Hows the current AI?
I really like the last item in the update list - "Updated AI Scripts". It kinda reminds me of the type of descriptions that Apple puts out with their firmware updates for the iPhone. Could be nothing, could be huge.

Re: Hows the current AI?
"Updated Scripts" just means I included a new set of compiled AI scripts in the version. AI related changes are listed, usually identified with some vague statement like "AI can tie its own shoes now".
Re: Hows the current AI?
Cap'n Kwok - That's cool. Those of us who play single player games will appreciate any help you can give it. We are looking forward to 1.15 . . . can't start a new game until it comes out!
Re: Hows the current AI?
OK, this looks good. Been waiting to come back to se5 for a while now. Maybe now is the time. Keep up the good work. Is this ready yet? Don 't see it anywhere. Or did I just miss it?

Re: Hows the current AI?
AIRe: Hows the current AI?
AI Empires offer no competition how do you solve this




Re: Hows the current AI?
Wait for BM 1.15:
http://home.spaceempires.net/ftopicp-35933.html#35933