Is there any chance 1.3 will improve scout/add a "scout stars" type option to help w/ early micromanagement and ai colonization? Right now "scout" works kinda like my roomba & just wobbles aimlessly through any nearvby FoW covered areas the ship can reach can you give modders any idea of what kinds of changes we can probably or maybe expect in 1.3 that would effect them (most importantly stuff like 1.2 doing thin
Tetrasodium
[quote who="hedetet" reply="47" id="3583113"] Quoting erischild, reply 44 If you gave it the ability, it could say thank you as often as you deserved. How's that for an AI coding incentive? Just be careful you don't get caught up in the positi
[quote who="naselus" reply="18" id="3583111"] Quoting Tetrasodium, reply 17 ick, the techdefs files are extremely easy going as long as all the required bits are there, I was hoping the aiscripts would be similar. Looking back with that said though, the error might have been more of the "this is the proper order stup
This i trivial to test as well: Start a new game as any race On turn zero go full mfg, plant a factory, then rush buy something that gives no +mfg (to avoid possibly changing the turns left counter) a lab, consulate etc is good for this. Note the turns left on the factory, lets say it's 3 Hit end turn, note the turns left next turn . Still 3 rush buy another lab/consulate hit end turn & note the turns left next t
[quote who="naselus" reply="16" id="3583077"] It's REALLY pernickity about the order that things are laid out within a class - which is a royal pain if you're used to other scripting languages or high-level programming in C-derivatives, and are used to just chucking stuff in as needed. About 99% of my debugging comes down to having something 1 line above or below where it's meant to be. Of course, it may well just need the
PlanetaryImprovement 50 PlanetarySpecialization2 50 XenoBiology 50 InterstellarTravel 100/100/100//1 XenoCommerce 50 CommerceSpecialization2 (supportive pop) 55 thalan add hivetech @50 --- self note Gaia Vortex and Hyperion M
yea the default tech ages are too big. I was going to add some with the intention of letting me account for things like how lucky they are at using explore (god we need a scout starts) to find habitable planets. A race that lucks out & finds a some quickly (say under 20 turns) is going to be in a different position than one with a single class 5 & 8 because they were scouting empty space most of that.
[quote who="naselus" reply="12" id="3582957"] You don't. More likely, you've put the triggers in in the wrong order or something. Post the script and I'll take a look [/quote] nifty, I didn't try too hard, I think it was just this [quote] StartStrat_Default_Colonization 0 AgeOfColonization
[quote who="naselus" reply="10" id="3582666"] - checks whether a tech age has been reached; this is of somewhat limited use imo, given how broad the tech ages are, but can help specify beyond just the turn check. Every tech age listed in the strategy needs to have been reached for the strategy to be available. [/quote]It looks like you also need to include a victory type like AscensionVictory or somethingm, disappointingl
[quote who="naselus" reply="5" id="3582894"] If we're lucky, we'll be getting planet groups in 1.3. If these are extended to the AI then it'd tackle two birds with 1 stone - less micro for the player, more control for the AI. [/quote] very nice
[quote who="naselus" reply="3" id="3582883"] Nope, it's currently not possible to make the AI specialize using the planetary wheel. [/quote] That's what I was afraid of when I saw a post from brad somewhere saying he wants to make it more theater focused than empire focused (among other thigs) & would go into code if the xml's were not enough:( a way to ensure the ai doesn'yt do something like set all of it's econ
[quote who="Larsenex" reply="3" id="3582882"] Is the scouting motion for non FOW ai an algorithm we can improve? It seems in my games when I set ships to 'explore' it does a back and forth strip that removes the FOW. This is nothing like I do which is to go to the nearest stars and reveal them, as I am NOT looking for resources but instead I am looking for Hab planets. Couldn't you script in a better search to go to stars? [/quote]
[quote who="naselus" reply="1" id="3582875"] I don't think the settings you see in the govern screen correspond with the settings the AI was using. It's definitely not using 33/33/33; you can esily show this by setting up a strategy with 100% research for ten turns and then another with 100% manufacturing and just watch what happens to the score graphs. [/quote] Good to know, I was concerned. do you know if we can set it by planet type somehow instead of enpire
brad has mentioned the ai piercing the fow for resources (it seems to know where planets it wants to send a freighter to are as well). Right now, the ai is pretty bad at scouting the map (pretty much just sends out scout ships set to explore). I'd immagine that the ai would pretty much fail entirely at getting resource nodes until scouting is improved if it couldn't pierce the fowveil
I've been watching a lot of floats lately & it seems like the ai is always set to 33/33/33 on govern planet & the government window's economy tab... but nearly every entry to theaistrategydefs.xml file has " set well below 0.33 set, the closest is pirate & dreadlords at 30 ans the rest are significantly further below that. is it being configured so
[quote who="naselus" reply="2" id="3582775"] Meh, I thought the second monitor was to keep this forum open in while the soak was running... [/quote] lol I know the feeling, hulu/netflix too I have one at turn 350 and really excited about how my first pass of the has altered the ai's gameplay :). given some interesting recent events in it, I'm going to let it keep going :)
this thread reminds me that I've had war declared on me - lots-, but I've never actually seen any warships attack me other than pirates
Right now, selecting a ship will show something like: [quote] class: Support(cargo) Moves: 0/3 Range:218 Logistics Cost: 5[/quote] if the moves line were updated to include the ship''s current course distance (i.e. "Moves: 120 - 0/3") it would give us the ability of having a better estimate of how long it would take to arrive & likely has plenty of room to do that
[quote who="naselus" reply="3" id="3582670"] If they shift Strategic Resources from the schema to an XML list, so that we can mod it, then I already have detailed plans for how to mod in an advanced industrial economy, complete with mutli-stage goods conversion - so it takes raw durantium, combines it with other raw materials to form 'Durasteel', then uses the durasteel to make hulls or to use as raw material for converting into still more complex stuff. There's no real reaso
@erischild xml code isn't similar to an ini file, grocery list, or a menu, none of them know or do anything on their own, c++ is more like a fancy blender, rice cooker, soda fountain, etc.. it does something. that something can be looking over, crunching, and outputting xml code or acting on the data in the xml , but xml is just data. depemding on what the savegame is showing, it could be either or both.
***************** iconian soak1 *** ***************** pretty excited about this soak since it's the first race someone gave me their favorite tech strategy to (https://forums.galciv3.com/470478/page/1/#3582438) so I'm excited about _improving_ them, but first I need to watch their default! - xeno industrialization - planetary improvement - defense system
I'm hoping that there is a way to do this and that I won't have to run a soak for every tech tree one by one if I make some changes to nudge the ai into not shooting itself in the foot & make better keystone/foundational choices out of the gate. I have one race confirmed making stable & relatively sane colonies right out of the gate and think I should be able to slot similar adjustments into the other tech trees with minor risk, but would like to make sure of the effect
[quote who="marigoldran" reply="14" id="3582560"] yet another completely off topic cry for attention [/quote] go away! The ai has fundamental problems in the tech trees that need addressing first because they cause the Ais even larger self inflicted wounds
@erischild, thank you greatly. That was enough to make the iconians wildly more effective at building colonies & quicklylaunching into a stable gallop right out of the gate [quote who="Director" reply="4" id="3582360"] Human. I go for engineering (faster movement and longer range) first on smaller maps, industrial on larger maps. Then bee-line through some commercial techs to tourism and the industrial boost in political, then more industrial and research until I need m
[quote who="Larsenex" reply="3" id="3582526"] Thanks, is there a specific language you are supposed to use in XML? Is there a way to add more 'hooks' that the ai checks? [/quote] it;s basically english. technically xml can be any language (or some crazy confusing meaningless gibberish), but it's usually something like english/spanish/german/etc depending on where the particular thing it's for was developed. regarding "more hooks". d