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gameplay.constants: DEV help wanted

I'll bump once a week until answered satisfactorily

By on December 5, 2011 1:53:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

HouseRalan

Join Date 03/2008
+60

some of us modders are trying to find ways to make the AI's not so completely stupid.  How can we work with the playerAISharedDef section when it doesn't seem to make any sense and dev's won't post information about the values, what the targetTypeCounterData was supposed to be, and how do we make the AI stick around for a fight better by tweaking the aiData: aiRetreatThreshold?

http://forums.sinsofasolarempire.com/413997

The sum of all values is totally different for each, building ship doesn't help explain which ships get built, tactical devices researched/built and quantities, civilian modules researched/built and quantities, civilian or military labs built, and how the AI researches and just what the hell priority 0.000000 and 1.000000 really mean and if there are values between.  These are some pretty big wants, but 3 years and not much info out there.

    playerAISharedDef
        table-Aggressive [what are the max values for each]
            BuildShip 10 [how does the AI pick what to build?]
            BuildModuleTactical 2 [which get researched/built; decides quantity]
            BuildModuleCivilian 2 [same as above]
            BuildModuleResearch 2 [we've all seen AI with 8 of each and not research much]
            UpgradeResearch 5 [there is a helluva lot and AI fails consistently]
            UpgradePlanetArtifactLevel 1 [X out of ???]
            UpgradePlanetPopulation 3 [X out of ???]
            UpgradePlanetInfastructure 1 [X out of ???]
            MaxBountyBidCount 5 [X out of ???]
            UpgradeStarBase 2 [X out of ???]
        table-Defensive
            BuildShip 5
            BuildModuleTactical 5
            BuildModuleCivilian 2
            BuildModuleResearch 2
            UpgradeResearch 5
            UpgradePlanetArtifactLevel 1
            UpgradePlanetPopulation 3
            UpgradePlanetInfastructure 3
            MaxBountyBidCount 5
            UpgradeStarBase 3
        table-Research
            BuildShip 5
            BuildModuleTactical 2
            BuildModuleCivilian 2
            BuildModuleResearch 2
            UpgradeResearch 15
            UpgradePlanetArtifactLevel 2
            UpgradePlanetPopulation 3
            UpgradePlanetInfastructure 2
            MaxBountyBidCount 10
            UpgradeStarBase 2
        table-Economic
            BuildShip 5
            BuildModuleTactical 2
            BuildModuleCivilian 5
            BuildModuleResearch 2
            UpgradeResearch 5
            UpgradePlanetArtifactLevel 2
            UpgradePlanetPopulation 5
            UpgradePlanetInfastructure 2
            MaxBountyBidCount 15
            UpgradeStarBase 2


    targetTypeCounterData [what information should have gone here and how do we use it?]


    aiData
        aiRetreatThreshold 0.25 [no one has a clue how to work this value]

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May 17, 2012 10:05:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

this crap will still be an issue with Rebellion.  People are even saying the AI is worse.

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