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A.I., making them harder. **UPDATE** Dec.10th08

Would like to know how to make AI harder...

By on December 7, 2008 4:55:48 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

theG57

Join Date 02/2008
0

Hello fellow modders out there. I was wonder about making and changing the AI behavoir. Making them tougher to play against in COOPs. Need a challenge and also good for pratice...

Specificly changing there start off credits and minerals. Just for the AI only and not the human players. (Unfair doesn't seem to do it)...

Making the AI pick a certain Capital, Cruisers ships and Frigates. From the start, they seem to not pick good ones...

Making AI setup harder Planetary Defenses (they seem to make the lamest PD)...

Making them more agressive...

Faster building AI. Making Cannon tech later in the game...

Building more Capital and Cruisers ships...

Just making the AI Insane...

 

So what files would need to be changed? Starting off in the GameInfo folder and so on...

 

Thanks for reading this and all your effort... Long Live SOASE!...


Edit part-

Okay I tweaked as much as I could for AI. Here are some pics of the new Little mod i am making. I am still in beta phase. So far it runs and doesn't crash. Look over the pics and tell me what you think of the PD and Dreadnoughts...

 Tech stuff:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

tech hangar

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Tech repair

 

 

 

 

 

 

 

 

 

 

 

 

 

marza Dreadnought

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Advent Stuff:

Advent Dreadnought

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Advent PD

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Advent Repair

 

 

 

 

 

 

 

 

 

 

 

Advent Hangar

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Vasari Stuff:

Vasari Repair

 

 

 

 

 

 

 

 

 

 

 

Vasari PD

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Vasari Dread

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Pirate Base:

Pirate Base Ships

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Pirate base Point Defense

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I also beefed up Militia planets. Also tampered with research and developement. I combined the updated Baiknight graphics and Urban Expension Mod (7DS). Which Uzi, XselenS, Annatar and others it came from. Waiting on permission to relase as a 3rd party addon...READ BELOW...

Should give you a challenge NOW!.....

 

******UPDATE*****Dec 10th2008 0335am...

(I can't release to public due to U.E. not completed yet. XselenS Asked me to wait. So I will not release to the public. Only privately for beta testing. If you wish to help in beta testing contact me. I will only select a few people.)


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December 7, 2008 1:19:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Don't forget

 

making it take mines at gasgiants etc

making it deploy strikecraft when traveling through a gravwell

making it not sending 5-10ships to a fortress world they won't even dent

making them ues superweapons

making it able to focus fire

making it NOT retreat like a chicken

making it NOT gang up on the human player but treat everyone equal

making it scrap unneeded ships (having 25flakfrigs when im not using carriers is kinda lol)

making it value non colonizeble grav wells alot higher ( on my fav map dubblegangers you can just park 20 carriers in their sun's grav well and you have won)

making it prio killing ships based on the danger it posses not how ez it is to kill ( shooting on a hv cruiser with 5 guardians and a mothership around is an utter waste of dps)

maling it NOT announce what planet it is attacking( yo US this is Japan calling we're gonna hit pearl harbour in 5 hours ok? lol history rewrittin- and there is allready a warning system in place through reshearch)

making it take out pirat bases, as with extractors in neutral grav wells it gives away a fairly substantial incomgain

 

Or just make it able to make Pie so it's atleast good for something

 

On a side note, im looking into this aswell but im pretty sure it is hardcoded into the game QQ but dang i wish game developers would start focusing on AI and gameplay instead of making pretty battles and reduntant features I don't get it. WTT 1980 grafics with an AI that can provide a challenge.

 

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December 7, 2008 5:45:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

LOL! I can hardly beat Hard Ai..so I guess we both have a different definition of challenge

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December 8, 2008 5:23:49 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

SoaSE + Deep Blue bring it on

 

I beet unfair on 8x speed. That was hard

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December 8, 2008 7:00:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I beet unfair on 8x speed. That was hard

 

Dang, that is well played. on what map?

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December 8, 2008 8:26:49 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Deep Blue, the Super Computer?

8x where do you set the speed? Are you talking about server options? On fastest?

I did figure out on gameeventdata. I set AI to have 2 capital ships from the begining of the game. But Human players also had 2 capital ships. So it gives everyone in the game 2 capital ships (1 Capital Colony & 1 Dreadnought Class).

I also beefed up rogue and militia forces an fleet upgrade. They have Capital ships and Dreadnoughts protecing there planets not to mention PD also. I also made the Pirate Base super bad! Not to mention Pirate raids, OMG! Better have your Planet Defense up! Or make sure the raid is on the AI....

Oh, I did metion something about dreadnoughts. I made each faction have the dreadnought class. The most powerful ships in the game. Will aslo cost you a pretty penny (75k creds, 5k met, 5k cryst). But the damage they do once leveled up is awesome. They are slow ships though. Good PD can ripe them apart or medium sized fleet of just cruisers and frigates can ripe them up vs one Dreadnought. So dreadnoughts need a small or bigger sized fleets to keep them alive. Leveled up Dread vs Dread slugging it out is a white knuckle fight...

Last night we played a beta test of it. It was harder I lost my dreadnought had to save up and get a new one. NOT a cheap option....

The AI still needs to make a better planet defense. Buy more capitals and secondary cruisers. They need to move and take out PD first before fleet in that area of the battle. So on and so forth. Allot more can be done...

 

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December 8, 2008 8:29:57 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

As to the OP, the AI is mostly closed source and can't be modified. Gameplay.constants has some weighing values that the various AI personalities use to prioritize what they build so you can try tweaking those, but beyond that there's nothing we can do about it.

The AI is getting beefed up in Entrenchment, though, according to IC.

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December 8, 2008 1:19:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You know what's odd? I was playing the SOGE mod on a custom map I had and the computer actually took out and captured the pirate base. I had never seen that before. Totally shocked.

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December 9, 2008 3:13:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Dang, that is well played. on what map?

small random, i was testing my mod

8x where do you set the speed? Are you talking about server options? On fastest?

if you hit the "+" and "-" keys on your keyboard it scales the speed.

Deep Blue, the Super Computer?

yeah, i was being facetious.

 

I also made the Pirate Base super bad! Not to mention Pirate raids, OMG! Better have your Planet Defe

@G57, I am trying to mod the Pirates also, can you help me here: http://forums.sinsofasolarempire.com/332236

(sorry for the thread snipe)

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December 9, 2008 4:04:41 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I cant remember the last time I lost to the AI (not counting when I was try the hal achievement) two unfair verse me is fun more than that not so much fun 

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December 10, 2008 6:49:42 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

thats good mod you got there... is there any realease date??

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December 10, 2008 7:16:21 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I love the idea of a harder AI since I usually play coop with a friend against it, but I doubt giving AI buildings and ships insane abilities is the right way. It wouldn't be an improvement to the AI at all, just a cheat. I already find unfair mode pretty boring as it's just a cheat and not an intelligent AI.


Changing the retreat-checks or making it conquer the uncolonizeable harvesting arrays/the pirate base is the right way to go.

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December 10, 2008 7:41:04 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

just a guess but I bet that is hard-code stuff.

maybe it will be upgraded with Entrenchment?

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December 10, 2008 8:39:59 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Neruthea,
thats good mod you got there... is there any realease date??

 

I am ready to go for release. I just need premissions first. Make sure nobody's toes get stepped on.

Not unless you want to beta test this mod? Ask me...

 

 

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December 10, 2008 8:50:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Vaedian,
I love the idea of a harder AI since I usually play coop with a friend against it, but I doubt giving AI buildings and ships insane abilities is the right way. It wouldn't be an improvement to the AI at all, just a cheat. I already find unfair mode pretty boring as it's just a cheat and not an intelligent AI.


Changing the retreat-checks or making it conquer the uncolonizeable harvesting arrays/the pirate base is the right way to go.

 

AI does conquer netruel mines.

They don't have insane abilities.

Right now the AI colinizes Gas Gaints, Magnetic Clouds, Wormholes, Astriod Belts and Plasma Storms. They do capture mines at those places.

I got the pirates pretty much fearless and deadly. You don't want them coming after you.

Intelligent AI, your right. I can't seem change that behavior. It's like sometimes they are smart and most of the time they are dumb...

 

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December 10, 2008 1:22:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

How did you get them to colonize all the nuetrals?

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December 10, 2008 3:02:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

So your modifications from your first post like the 800dmg Gauss Gun won't make it into the mod? Then all is fine .

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December 10, 2008 11:06:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Vaedian,
So your modifications from your first post like the 800dmg Gauss Gun won't make it into the mod? Then all is fine .

It will be in the mod and oh well...

 

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December 10, 2008 11:10:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

How did you get the AI to colonize neutrals?

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December 10, 2008 11:11:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Tkins,
How did you get them to colonize all the nuetrals?

 

Okay once I set those other places (gas gaints asteriod belts, gas clouds and so on) to colonize. The AI then captured the nuetrals roids...

lol...

 

 

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