[quote who="marigoldran" reply="10" id="3582486"] Why so salty? I'm just giving you what you asked for. [/quote] everything but... the important part of the initial question was the more involved part about early tech tree choices/goals. the importance of the race they are used with is only because it allows me to find the tech tree being referenced without guess work. Look at reply 1, 5, & 4 for examples. It is that sort of informaio
Tetrasodium
Great post :)
[quote who="naselus" reply="8" id="3582476"] Quoting Tetrasodium, reply 7 Seriously, wtf man? you seem to be jumping into every thread I'm involved in, no matter how unrelated , & inserting random "play the thalan" "look at the thalan", "lets play yor v thalan multipl
[quote who="marigoldran" reply="6" id="3582468"] Quoting Tetrasodium, reply 3 Quoting marigoldran, reply 2 You should ta
[quote who="Larsenex" reply="34" id="3582457"] If anyone wants to contact me via PM i am happy to dedicate time on learning how to be a brainless xml monkey. I have no experience in it but I learn fast...... [/quote] I sent you a PM, but for everyone else, you can help others siimply by going to this thread and telling about the gameplay stuff it asks about your strategy for your favorite race.
@erischild, as naselus pointed out, Ai isn't a simple one component thing, there are a large number of different specialized components working together to make up the whole sum of what gets called "The Ai" i. Some of those components are pretty good, some of them are a bit touched in various ways, some of them are failing to consider important things or considering what should be unimportant as important things. Just as a simple example, naselus &
***************** iridium soak1 *** ***************** - planetary enhancement - capital investment - defense systems - weapons systems - marketing - acquisitions - miniaturization spec (weapons -10% size) - soil enhancement - research spec (+10% research) - I left this overnight & the dog needs to go out... iridium have -two- worlds (iridia & vallus), both in their home system - I think I disabled the shhipyard before
[quote who="marigoldran" reply="2" id="3582283"] You should take a look at the Thalans. [/quote] uhh?. The point of the thread is to get the sot of information I gave about -my- yor/favorite race's gameplay from others and -their- equivalent with -their- favorite races rather than spending a gigantic time learning /nailing down those sort of racial unique flavors for each and every race before spending a fairly significant amount of time adjusting Ai hehaviors
@marigoldran, yes and no. A lit of that stuff is known and acknowledged, but this also has specific examples and the save game files fo go with them. Non nonspecialiatoon is known and acknowledged, brad has said making the Ai recognize theaters smaller than "entire empire" is one of his target goals & some of that can't happen until then... But ewkples and saves where they should allows to see places that need extra sorts of work faster thsn others for example. Finally.... The tech ch
in one of the other threads in here you asked us to upload save games, especially any later game or showing boneheaded ai stuff. On a related note (and the reason for most of these), naselus & I wound up having a bit of a discussion involving a bit of head scratching back and forth about some of the seemingly dartboardesque values used on the aicategoryweigts, perhaps you could shed some light on the stuff
I figure that I'll start things out: I normally play the yor Turn zero, I strart building a bunch of manufacturing yor on iconia & rush buy whichever one is going to benefit most (usually next to the colony or a nice tile ). for now, iconia runs at 50/50 manufacturing/research for now From there, I send all three ships out to scout for a good planet depending on my mood, I'll usually start a colony ship too initial research pr
amusingly enough, a couple of us have been having a discussion about the very answer to your question in one of the modder subforums recently. Long story short without getting technical... most of the other AI's are practically selecting techs in the tech tree with a dart board with drengin as a notable exception with a more near laser-like focus. I started a thread recently asking players to answer a couple questions about their favor
In order for us modders to make better & more believable ai guidance, we need to pick the brains of other players with their own favorite races & tech pathways (i.e. try for x then y then z or q usually) There are a couple of us modders working on making the various ai research pathways through their tech-trees. It might not be much of a secret that some appear nearly random as we've noted in discussions elsewhere. So my question to the other player
[quote who="naselus" reply="5" id="3582176"] At some stage, you're probably gonna have to wade through the tech defs and adjust the weights; the basic ones don't make an awful lot of sense. For example, Institutional Research: [/quote] I know, that's why I'm getting baselines. The weights are currently pretty bizarre as you noted. it doesn't help that the scales are so wildly different from race to race (i.e, drengin interstellar travel has 50
[quote who="naselus" reply="3" id="3582150"] I look forward to reading the code. Maybe one day I'll actually play the damn game again... but for most of the previous week I've been sat watching endless soaks and praying the AI picks good techs > [/quote] I know the feeling, I'm doing 100-150ish turn soaks with each of the base/default factions to track the general paths they take down the tech trees. a couple things the techcost multip
[quote who="naselus" reply="1" id="3582133"] It's not a bug; ships have 1 AI ship class. It's not just used for determining what the ship does, but also for the build queue, so having multiple entries breaks stuff. Ideally, the devs should just set the colony ship AI to explore if no planet is available, like survey ships do when there's no anomalies. [/quote] Did not know on the build queue, I've been going about tweaking the ai for the next release of
someone asked about AI making colony ships go scouting when I recently posted a balance overhail mod for insane loose & occasional/common maps... so I started looking a bit & ran into what seems to be a limitation in the code itself that handles aishipclassdefs.xml. Here are two examples from it: A terran Scout TerranScout TerranScout_Class_Name <
[quote who="VladelMC" reply="58" id="3581974"] They won't use any of it. They will make another crappy pointless DLC or a patch that fixes nothing i mean come on how many months has the game been out and the sub menu for ships on the ui still just has all. How helpful is that? It just shows that they meant to put more options which lets be honest is hardly going to difficult to code but instead they release some crappy events dlc and patch a load of other rubbish, i'm not hopeful
The ai makes use of racial descriptors (aggressive, benevolent, scientific, etc) where they have weights assigned in their factiondefs(?) entry. Those weights are adjusted by/used to select various aistrategies, make research/build choices, etc but the current limitations of the xml file ai tweaking capabilities is pretty limited. I don't doubt that Brad & the team have something more advanced on the roadmap, but there are a lot of reasons why gc3 ai is probably a <e
[quote who="BuckGodot" reply="1" id="3581642"] No, it is quite deliberate, though I am sure it is going to be tweaked further. Quite a few tech were radically increased in base cost, presumably as both a brake on rapid tech expansion and as encouragement to build more research plants. Before 1.2 there was little reason to build many research facilities, at least compared to GC II. Presumably this is being done to force players to spend more time on research. After all,
[quote who="Franco fx" reply="6" id="3581761"] Larsenex, how many habitable are you getting on rare these days? In my recent games with stars and planets on common and habitable on rare, I am getting 30-40 colonies on an immense map. [/quote] This will probably give you a bit more, but mainly because the min planet quality for what's considered "habitable" went from 6 down to 4, so they won't be especially useful beyond possible life support tentacle re
my personal favorite micromanagement peeves: * we have a dubiously useful "explore" command for ships, but no "scout stars" that goes out lighting up stars for planets. if we did, players (and the ai) could just spam some scouts & send them out. if possible, there should be some checking to make sure n+1 scouting ships don't try scouting the same stars & wasting their individual contributions * in galciv2 we had the buttons to repeatedly move a selected
@larsenex. Probably fine since tech costs eventually become trivial in almost any game. I'd love go hear more about your (and others') experience in play with it. Insane/loose & occasional or common is just a baseline starting point
[quote who="marigoldran" reply="1" id="3581651"] Do you know of any ways to teach the AI to expand AND scout with its colony ships? I like your tech research modifiers. Was that an easy change to make or did you have to do each one individually? [/quote] I'm not sure on the scouting thing. It should be possible to set techcost mods by tech age in techagedefs.xml, but I don't think it is. Unfortunately I had to do the c
I recently finished an early version of a mod aimed at making the game play better on insane maps with loose clusters and common or occasional stars/planets here . Given that I've already done a massive amount of adjustment to the tech trees (with more as likely planned), I'm strongly considering splitting them from age of expansion/war/ascension/victory into two or three tech ages for each of the first three tech ages,<stro