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 reason why GC3 couldn't make an advanced industrial
naselus
[quote who="Larsenex" reply="3" id="3582526"] Is there a way to add more 'hooks' that the ai checks? [/quote] Not within the xml. You can implemented calls in the C to look for certain things in the XML, but if you're doing that then you've reverse-engineered the .exe file. Releasing a doctored .exe as part of a mod will probably result in swift legal action from Stardock, since you're basically giving away their IP if you do that.</p
[quote who="lyssailcor" reply="7" id="3582640"] Quoting , quoting post 0.4 0.4 1
Also, feel free to ask for clarifications, advice, troubleshooting and even to post whole scripts here for others to try.
Just thought I'd run up a quick tutorial on how to mod the AI scripts. First up, go download notepad++. Seriously, just make life easy on yourself. open it up, set the language to XML, and then in a new file copy and paste the following code: [quote] xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaL
[quote who="pshaw" reply="2" id="3582498"] The Sensor Manufacturing bonus is working as intended. For example, the Altarian Survey Ship starts with a sensor cost of 34. If you get the Sensor manufacturing tech, the sensor cost goes down to 30.4. [/quote] I meant sensor mastery, as in the thread title. Doh :P Edited. At least I got the xml reference correct.
The schema indicates it's a byte array. The width/height refers to the bits that are 'active'. Count the height up from the bottom left corner, and the width to the right of it. this square is the 'active' bit of the array. The number 1 probably refers to generic nebula type, and 2 refers to either a special graphic or an area of some other relevance. I'd suggest trying changing all the 1s to 2s and seeing how the nebula turn out. The sheer
[quote who="Tetrasodium" reply="7" id="3582472"] 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 multiplayer". I know there are some races the ai is worse at than others, I know that some races need a wildly different strategy...instead of stalkin
[quote who="ronnie76" reply="35" id="3582460"] Maybe there isn’t enough demand for this or its just a non starter for SD, but there is at least some demand.[/quote] It'd largely be commercial suicide to even attempt it, and a PR disaster. AI is not a glamorous subject. The majority of players don't really care that much about good AI, as long as it's not [i]too[/i] bad they're ok with it. Moreover, it's perceived very much as something tha
Added the diagram to help illustrate what I mean. Drawings always help.
Brad has been involved with the AI. He's not been much involved with the scripting. Likewise, I've been vocal in outlining issues with the scripting. I've no complaints about the AI. Brad has also struggled with the scripted bits (such as when he couldn't get the computer players to build the ships he wanted - this is presently heavily script dependent, and the general commentary from inside stardock seems to imply that they'd like that to change). R
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] 20 16 22 8 16 10 <br /
Updated to 1.2.2. [quote] 1.2.2 changelog * Massively simplified AI tech weighting. This should make future adjustment easier. The AI is not presently more likely to pick the right tech, but IS more likely not to pick the wrong ones. * Universal Soil Adaptation changed to 60% land mass (from 0). * 4 new buildings, attached to governance techs, which upgrade from the colony capital and provide production bonuses. * Direct production b
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 who="Tetrasodium" reply="59" id="3582046"] Brad talked about the prevalence of dlc in modern gaming at one point during beta. The people who make dlc type stuff & the people who do code are two very different groups. Back before the modern dlc era, a game would launch & all the people who build that kind of stuff would be looking for new jobs pretty quickly with just a temporary skeleton staff of code
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.
Found it: https://forums.galciv3.com/467988/page/1/#3569529 Seems he sorted the problem by typing out the tree again.
I believe Karl had more or less the same issue when he was writing his dreadlords race. Something to do with how the editor parses the file can screw up the xml. He had one specific tech that just didn't work - but there was nothing wrong with the xml, it just didn't work. I'll see if I can find the thread.
I've had this sort of thing with the Iridium as well. Never anyone else, just them.
[quote who="ronnie76" reply="288" id="3581878"] That's a lot of frackin' bonuses! So is the wonkiness I see on the higher levels, just chance dependent on if the CPU controlled races have planets that have more bonuses and more planets close to their home world in the beginning? [/quote] Above Gifted it can see the whole map from the start. Plus, it's just hilariously immune to more or less the whole rulebook by Godl
[quote who="ronnie76" reply="286" id="3581874"] All in all, computer controlled players' behavior seem to be much improved to me. Though, I haven't had time to play more than about 50 turns on Genius setting. I usually do not do any testing on Incredible or Godlike, because things seem to usually go very wonky. Is that because the game simply gives those faction whatever ships and money they need no matter the specific circumstances? [/quote]
[quote who="marigoldran" reply="283" id="3581863"] Quoting naselus, reply 280 ... If you've set them all to Expansionists, then they shouldn't be able to build mining starbases at all until turn 50 with the other mod in place. There's no weights for constructors - just colony ships and a very small chance of sc
[quote who="Wer900" reply="281" id="3581822"] I think by adding maintenance costs to starbases it would reduce, rather than increase, starbase/shipyard spam. Starbases would be most useful to provide navigation routes and "internal" starbases would follow long after that, perhaps only being justifiable in one's core worlds where the research/manufacturing/wealth dividends would outweigh the maintenance costs.[/quote] I'm still concerned about how the AI wou
[quote who="VladelMC" reply="103" id="3581769"] Why the heck should I give you more money when you have done a poor job of getting the patches done? [/quote] We've had plenty of patches and they're coming out at a decent rate. I don't think we can really complain on that score. Though some of the priorities for patches have been a bit... odd, and there's been a few outright blunders committed during efforts to improve balance, but in gene
I suspect you'll find the other two DO cost a lot more once you reach them, actually... but yes, the changes are being reviewed, not least because the AI cannot cope with these costs presently and may spend several hundred turns attempting to pick up ZGC.