View Full Version : How to mod to the AI's advantage?
Chronon
November 5th, 2003, 12:31 AM
I am currently working on a mod, and I would like it to be worthy of solo play. Any ideas on how to design a mod so that the AI will play well?
I'm willing to add AI racial traits that boost its ship yard rate, storage capacity, and reduce its supply usage, but I'd rather not create a racial tech tree with uber-weapons just for the AI. Are there any other ways that I can design the tech tree, weapons, facilities, etc. so that the AI will use them to its advantage?
pathfinder
November 5th, 2003, 12:42 AM
You may want to d/l the AIC MOD by JLS to see how he made the AI more competitive. He based some of his organization on the Proportions MOD.
Deathstalker
November 5th, 2003, 02:39 AM
One way to make the AI 'tougher' is through the Mounts file (CompEnhancement.txt). Design mounts that for the human player you must take multiple research paths (ie, an armour mount that needs ships level 3 , armour level 3 and physics level 2 and have the AI only need level 3 in armour to use it) or have an AI only mount that provides better abilities (damage, range, to hit bonus, armour bonus, shields bonus or cheaper components etc).
I've got a Version of my mount mod that I've been working on that I can upload later tonight, its got that 'better AI stuff' implemented into it.
Grand Lord Vito
November 5th, 2003, 12:32 PM
Play AIC and that will give you some tips to take. The AI plays great and the designer sets the AI pace Chronon not the few AI Facilities or Weapons http://forum.shrapnelgames.com/images/icons/icon12.gif
Unless you want your AI to get an incurable plague? Then again you could give im that AIC facility http://forum.shrapnelgames.com/images/icons/icon12.gif
The AI evolution throttles JLS has for the AI in AI Campaign also may be helpful.
There is a lot to copy from AIC and it sounds like a good start to your project.
Great, I will have very many involved AI Questions for you Chronon http://forum.shrapnelgames.com/images/icons/tongue.gif
[ November 05, 2003, 12:07: Message edited by: Grand Lord Vito ]
Grand Lord Vito
November 5th, 2003, 12:40 PM
Originally posted by Deathstalker:
One way to make the AI 'tougher' is through the Mounts file (CompEnhancement.txt). Design mounts that for the human player you must take multiple research paths (ie, an armour mount that needs ships level 3 , armour level 3 and physics level 2 and have the AI only need level 3 in armour to use it) or have an AI only mount that provides better abilities (damage, range, to hit bonus, armour bonus, shields bonus or cheaper components etc).
I've got a Version of my mount mod that I've been working on that I can upload later tonight, its got that 'better AI stuff' implemented into it. <font size="2" face="sans-serif, arial, verdana">This is a great mod Deathstalker !!!
Chronon
November 5th, 2003, 04:57 PM
That's an excellent idea Deathstalker! Do you mind if I incorporate your mod into mine?
GLV, I do have AIC loaded and - if JLS doesn't mind - I would love to steal quite a bit from it.
Arkcon
November 5th, 2003, 06:01 PM
I think the best thing to do to help the AI would be to reduce it's maintenance costs. If, when we gave the AI a bonus at game setup it got a maintenance bonus as well, the AI would really be helped out throughout the game.
[ November 05, 2003, 16:01: Message edited by: Arkcon ]
JLS
November 5th, 2003, 06:26 PM
Originally posted by Chronon:
GLV, I do have AIC loaded and - if JLS doesn't mind - I would love to steal quite a bit from it. <font size="2" face="sans-serif, arial, verdana">Chronon thank you for asking, I would perfer you waited until we finish AIC. As with Adamant or any other Mod in the process of construction I am sure, you understand http://forum.shrapnelgames.com/images/icons/icon12.gif
[ November 05, 2003, 16:44: Message edited by: JLS ]
Deathstalker
November 6th, 2003, 12:14 AM
Chronon, as long as you make a note into the 'readme' of your mod as to where the idea came from I have no problems what so ever. Even if you are taking the basics and changing the values to suit your own style a simple 'thanks/inspired by' is great. Alot of what I've done has been inspired by others (Fyron and I worked on the TAG mount, the gatling mounts were inspired by SJ, etc), the mounts are pretty much generic (ie, everyone has a Spinal Mount somewhere in their modds) just tweaked to what I want (though I think I was the first to do Engine/Robo-Miner mounts...think....could be totally wrong too... http://forum.shrapnelgames.com/images/icons/icon10.gif )
Chronon
November 6th, 2003, 03:46 AM
Thanks Deathstalker, I really appreciate it. Your mount mod will be very helpful in creating a challenging AI. I will be sure to include you in the "Readme" credits.
I agree that the community here is an exceptionally helpful and creative one. I'm sure I'll have a long list of people to thank by the time "Civilizations" is finished. http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
November 6th, 2003, 04:01 AM
Hey Deathie, want to look at the mounts in my Adamant Mod and tell me what you think? I was going away from any size-based mounts, as those are IMO kinda silly. http://forum.shrapnelgames.com/images/icons/icon12.gif You can just snag the "data" Version, which is some 400-500 KB instead of several MBs. Most of the mounts even have tech reqs. http://forum.shrapnelgames.com/images/icons/icon10.gif
http://adamant.spaceempires.net/
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