AI Question

Alright here we go.

I would really like to know where the AI files are, I have seen since 1.0 that the AI is getting dumber and dumber.  I would also like to know if you set up the ai to build via percentage or if you gave the ai a specific build list.  If you give it a build list then when people change the amount of caps or planet modules then the computer will stick to the amount that you gave it.  If you did it by percentage then it will adapt if you change anything, the problem with percentage is that the computer then has to be told wich to at least build first.  I only do data modding, I usally dont make models or change the races or stuff like(hats of to those that do).  I prefer to make the game more challenging and I dont mind if the computer runs away, but I would like to see the ai have more than 2-3 caps at a time when I have all my caps built.  I am also getting tired of the AI building a whole lot of the small frigs and not really using unit strat that much.  In 1.0 I had a challenge with the A.I. because they built decent fleets and I like to have large fleet battles, 1.3 the AI, even on unfair, build a max of around 5 caps and a lot of small ships. 

 

WHERE ARE THE AI FILES LOCATED.  I really want to make the game more challenging.  Thank you in advance if you can help me out.

 

Overthrow

When you need 4........ I will bring 40

10,077 views 16 replies
Reply #1 Top
I have seen since 1.0 that the AI is getting dumber and dumber.
End of quote


No, the AI got a little bit better. Not much, though. But it surely didn't get worse. (Though the nerf in siege frigates made it's early rushes much less threatening, but that was a balance change, not an AI change.)

I would really like to know where the AI files are,
End of quote


Inside the .exe, I would say.

Ie. the AI is hardcoded and can't be changed.
Reply #2 Top
Most things can't be changed, but the gameplay.constants contains some weighting for how the AI shifts its focus for the different personalities.
Reply #3 Top
Thank you so much, that answered both questions, you are a genius Annatar11  :CONGRAT: 
Reply #4 Top
I have the same problem with this game it cant be too hard to mod the hard code to look at an external ai ship list before considering its ship building strategy.

anybody? please?

ds

Reply #5 Top
it cant be too hard to mod the hard code
End of quote


Yes, it can, considering it's compiled in an executable.
Reply #6 Top
Reverse-engineering the AI from the game executable so you could make it depend on an external ship preference list sounds like a nightmare. Besides, whenever a new patch was released you'd have to do it all over again. Maybe later patches might expose more of the parameters of the AI for modding, but I doubt this is high on the list of priorities.
Reply #7 Top
I'll just reinforce the previous posters by saying that modding code in an executable is dangerous as hell... if you really want to try, you could backup .exe and try working on it...
Reply #8 Top
Alright so, I did adjust the data but I also had to cut the research and build time for everything to give the AI a chance. They still build a crappy fleet and I have to go threw 2 of the 5 AI before I start to get a challenge. The problem is I micromanage very efficently so I tend to build quickly. I need to change the build structure for the AI and the ships and amount they build. So far it appears that they use I number base like the percent to tell the computer what to build, but now it builds the cheapest thing as much as they can. Please devs, help me with this, I need a super AI. I NEED AN AI THAT CAN KEEP UP WITH ME. I am not supposed to be able to take on 6 unfair AI and walk all over them.

Overthrow
When you need 4.................I will bring 40!!!!!!
Reply #9 Top
I too would like to see more of the AI parameters exposed for modding. There is a lot that could be done to enrich the game there.
Reply #10 Top
So I had to switch back to 1.2, 1.3 does make the AI not retreat as much but all of the AI settings they only made the light frigs an a couple of caps. So since I changed back to 1.2 and made a few changes regarding the research time and the max slots for civ and tac on the planets and now the pc builds huge fleets and actauly attacks. I am gonna post my mod today prolly. It is meant to speed up the gameplay dramticaly.
Reply #12 Top
I will post it tonight when I get home, tell then here are the changes.

Research:
All research was changed that the first level of everything takes one second, left the additional levels at there base.

All caps and command points from the begining so you do not have to research fleet log, also removed the upkeep of fleet so the AI will have more money.

Planet Slots:
Home has 150 tac and a lil over 100 for civ. Population was also increased so now they look like very busy planets. The other planets where given similar boosts but not as much. The pirate base is now worth capturing because it has the same bonuse as the home. Planet defense platforms have all been changed so they cover the entire gravety field. I did these increase to make it a lil more realistic imo to what it would be like to take a planet.

Since I made most of these changes you will want a map with a lot of starting resources and the computer may still retreate sometimes but belive it or not, a lot less, you just want to select the Aggresive AI. I prolly made a few other changes but I cant think of what right now. Just trust me, the game is a lot more fun to me since I made all these.
Reply #16 Top
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