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  #1  
Old June 25th, 2003, 11:19 PM

JLS JLS is offline
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Default Re: My AI Design Q&A

Quote:
Originally posted by cybersol:
quote:
Originally posted by JLS:
And now, that you just invested, in actuality a Prepare for attack (when a Incursion was the call). Can you say that your AI can afford another tumble thru Prepare for Attack, again, and again? Please consider, will you have exotic ships like the Planet or System Destroyer, etc… In the Prepare for Attack.
If not, then were would you request them?
So let us say my AI has plenty of resource reserves and is half way through building everything in the "Prepare for Attack" queue. Then it switches to another state, say "Defend (Short Term)" to repel a small enemy fleet from its territory. Lets say theoretically that it manages to do this without taking any loses, without building any ships, and without colonizing any planets. When it switches back to "Prepare for Attack", the first ship added to construction queues will be from what location in the "Prepare for Attack" queue? Will it be the first entry at the top, the Last entry at the bottom, or would it be the exact entry it would have produced next if it had never been interrupted by the "Defend (Short Term)" state?
What are you talking about: Assume all intervening queues were dummy queues ???
Why would I do that.

Where was this stated that there are; intervening queues were dummy queues in your POSTED; hypothetical situation, Or all the first 15 PPI settings are unobtainable) above?

Regards to:
“And now knowing that the AI does enter the Incursion frequently, then, yes, your ships count will increase rapidly, PER the PPI every time you enter the Incursion state as I pointed out in THAT post, this will include every Item you have in your Prepare for Attack, Attack, Incursion

Please refer to:
Cybersol,
Now knowing that the AI does enter the Incursion frequently, then, yes, your ships count will increase rapidly, PER the PPI every time you enter the Incursion state as I pointed out in THAT post, this will include every Item you have in your Prepare for Attack, Attack, Incursion.

Cybersol, all you need to do now, is Study and Learn the:
AI CONSTRUCTION VEHICLES DATA FILE, Rules.
Focus on line 3, first sentence.
3. First item in the queue is selected
Unless of coarse your first 15, lines are, what, dummies. (Or all your first 15 (PPI) settings are what, unobtainable) In your: AI STATE: Prepare for Attack, Attack, Incursion

Please, consider what I posted in regards to the AI state Changes, and all that it implies.


[ June 25, 2003, 22:37: Message edited by: JLS ]
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  #2  
Old June 25th, 2003, 11:54 PM
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cybersol cybersol is offline
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Default Re: My AI Design Q&A

Quote:
Originally posted by JLS:
What are you talking about: Assume all intervening queues were dummy queues ???
Why would I do that.
*snip*
Where was this stated that there are; intervening queues were dummy queues in your POSTED; hypothetical situation
It was not originally stated they were dummy queues but it was stated that nothing was added to the build queues, this is a pratical way of acheiving the stated assumption.

Quote:
Originally posted by JLS:
Cybersol, all you need to do now, is Study and Learn the:
AI CONSTRUCTION VEHICLES DATA FILE, Rules.
Focus on line 3, first sentence.
3. First item in the queue is selected
Unless of coarse your first 15, lines are, what, dummies. (Or all your first 15 (PPI) settings are what, unobtainable) In your: AI STATE: Prepare for Attack, Attack, Incursion
I decided to make the example more concrete by saying the 15th entry was the half way point as mentioned in the original hypothetical situation. The first fourteen entries are not dummies, they are normal construction_vehicles entries. But if I asked for 1 attack ship per 4 planets and at least 5 total the first time through the queue, and if no ships were lost and no planets colonized, then I still have 1 attack ship per 4 planets and at least 5 total the second time through the queue when I return to the Prepare for attack state. So nothing is added to the construction queue becuase I have already satisfied the construction rules. Thus the first 14 real construction_vehicle entries in the prepare for attack state do nothing the second time through the queue because the ships are already built. The first ship added to a construction queue the second time is thus the first one in the 15th entry, because of the first 15 entries only its PPI and MHAL have not been adressed yet.

In my experience, you do not get a second helping of ships from the first 14 queue entries. I have observed no ship multiplication from multiple passes through the queue.

[ June 28, 2003, 04:19: Message edited by: cybersol ]
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Old June 27th, 2003, 05:23 AM
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Default Re: My AI Design Q&A

I'm still working hard on making this no special racial trait AI. I watched a previous Version soundly trounce the Sallega, who were in the top 18 in AI death match 2. The Sallega expand increadibly well, but thier ship designs could probably be better.

Since then, I have been re-working the research and design files. I've changed so much now, that if I had saved the old revision I might have two different AI's.

After I wrap up the research and design files (hopefully for the Last time), I'll go back and re-work the construction files.

[ June 28, 2003, 04:26: Message edited by: cybersol ]
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Old July 18th, 2003, 08:45 PM
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Default Re: My AI Design Q&A

I am just starting work on this AI again after a two week vacation. The AI is currently trading blows with the Fazrah and continuing to undergo final ship design tweaks.
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Old June 23rd, 2004, 06:20 PM

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Default Re: My AI Design Q&A

How exactly do you get the AI to put missiles on their ships?
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  #6  
Old June 23rd, 2004, 07:49 PM

JLS JLS is offline
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Default Re: My AI Design Q&A

Enter the Weapon Family number from the Component File: in either the Majority Weapon Family Pick or the Secondary Weapon Family Pick that is located in (THAT) AI Folders Design file.
Then adjust the Comp Spaces Per to load your desired amount - This may take a little trial and error, but you will get the load you want

= = = = = = = = = = =
Reference se4 Terran Race

from se4 component data file
Name := Capital Ship Missile I
Description := Heavy duty missile with nuclear warhead.
Pic Num := 67
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 80
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2001
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 2 ( all weapons have a number, place this # in that AI's design file)
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 30

- - -

to that AI's Design file loacated in its folder
Name := Attack Ship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 20
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 4
Desired Speed := 6
Majority Weapon Family Pick 1 := 2 (if this was a 1 and not the 2 etc. then it would load Missiles)
Majority Weapon Family Pick 2 := 25
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 1 (this will load Capital Ship Missiles)
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 200
Armor Spaces Per One := 1200
Majority Comp Spaces Per One := 1200 (less will load more)
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 500 (less will load more)
Secondary Comp Ability := Weapon

Num Misc Abilities := 11
Misc Ability 1 Name := Point-Defense
Misc Ability 1 Spaces Per One := 400
Misc Ability 2 Name := Cloak Level
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Quantum Reactor
Misc Ability 3 Spaces Per One := 10000
Misc Ability 4 Name := Combat To Hit Defense Plus
Misc Ability 4 Spaces Per One := 10000
Misc Ability 5 Name := Combat To Hit Offense Plus
Misc Ability 5 Spaces Per One := 10000
Misc Ability 6 Name := Multiplex Tracking
Misc Ability 6 Spaces Per One := 10000
Misc Ability 7 Name := Shield Regeneration
Misc Ability 7 Spaces Per One := 800
Misc Ability 8 Name := Emergency Resupply
Misc Ability 8 Spaces Per One := 800
Misc Ability 9 Name := Self-Destruct
Misc Ability 9 Spaces Per One := 10000
Misc Ability 10 Name := Scanner Jammer
Misc Ability 10 Spaces Per One := 10000
Misc Ability 11 Name := Supply Storage
Misc Ability 11 Spaces Per One := 500

[ June 23, 2004, 19:13: Message edited by: JLS ]
__________________
&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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