Delnar_Ersike

Delnar_Ersike

Joined Member # 5309809
4 Posts 93 Replies 1,915 Reputation

This is (mostly) a repost of my older thread that got locked for inactivity, albeit with a new version of the mod uploaded. I am reposting this in case I get feedback, but if the moderators think I am acting out of turn, feel free to replace this post with a link to the old thread and/or unlock the old thread. We all know that Sins of a Solar Empire's AI is rather dumb. Unfortunately,

0 Replies 4,882 Views

[quote who="Cika666" reply="2419" id="3499236"]i´ve got a problem when i try to change the cost of the orbital weapons. i changed the cost x10 (80000/6000/5000). but when i start a new game against the ai, they dont build any constructions (eg mines on the asteroids). they only build ships.[/quote] The AI keeps track of what it wants to build using 6 "build lists": one for ships, one for research labs, one for techs, one for non-labs logistics structures, one for tact

2,761 Replies 7,618,571 Views

Oh, I am a numbnut. ConvertData requires 4 arguments, not 3. The correct line should be: Process process = new ProcessBuilder(path, "entity", f.getName(), f.getName(), "txt").start(); See if that helps. Also, if you're calling f.getName() a lot, maybe you should consider just storing it in a second variable for optimization purposes. Memory size will increase, but you replace at least 2 getName() calls with a single getName() call and a String i

2,761 Replies 7,618,571 Views

Maybe instantiate Process process as public static to make sure only one process is running at the same time? Also, does Process require a destroy() call or something similar to clean things up? I'm fairly new to Java threading and process management in general, so if it's taken care of by the garbage collector just like (almost) all other Java classes, then no biggie.

2,761 Replies 7,618,571 Views

[quote who="Volt_Cruelerz" reply="2348" id="3486865"] [snip] [/quote] So I'm guessing the relevant code is: // f is the file that the system is trying to load String path = f.getPath(); path = path.substring(0, path.lastIndexOf("\\") + 1); path = path + "ConvertData_Rebellion.exe"; Process process = new ProcessBuilder(path, f.getName(), f.getName(), "txt").start(); Is path incorrect by any chance? Drop in a

2,761 Replies 7,618,571 Views

For a supposed rebalance mod, this sure does add a whole lot of things. Not that that's inherently bad, but based on your changelogs over time, it seems you might have lost your focus: while new random events may be cool and all, you seem to have overlooked quite a few fundamental gameplay issues in favor of adding new stuff. For example: there is a huge disparity between how games progress on smaller maps versus larger ones. Since you cannot create ludicrously long trade routes on smalle

17 Replies 61,539 Views

Most players tend to play Singleplayer or organized co-op against the AI. This is especially true for people who play with mods; the game has quite a selection of mods that change the game quite a bit, but multiplayer for those mods is, AFAIK, basically non-existent. That said, the game does have a multiplayer community, though it is more small and dedicated. Since the way you play multiplayer is vastly different from the way you play singleplayer in this game, newbies have a lot to l

5 Replies 30,808 Views

[quote who="Volt_Cruelerz" reply="4" id="3479919"]In all honesty, the only things that could get me really excited at this point woudl be an open source Iron Enigine (how long do you think it'll be before someone threads the crap out of the thing?) or Sins II.[/quote] I'd personally be happy if only a part of the source were released, the same way CvGameCoreDll source is released for Civilization games. For example, the framework for entity types (ability, buff, frigate, etc.)

28 Replies 30,298 Views

[quote who="Darvroth" reply="112" id="3479524"]If a ship has multiple weapons with different ranges the ship will tend to keep engagement range equal to that of its longest range weapon. Other weapons come into play only as ships maneuver into that arc. The AI makes no account for DPS of a weapon only that it is in range or not. Thus if a ship had two weapon types, one was long range and one was short range the short range weapon would only rarely be used. [/quote] That sounds like an

113 Replies 410,563 Views

[quote who="Seleuceia" reply="109" id="3479329"]Whether the first cap is free or not is determined by the individual galaxy file...it is entirely a map based thing...[/quote] [quote who="Darvroth" reply="110" id="3479337"]Make the capital ship factory a researchable item and suddenly the AI doesn't have ready access to capital ships, but that is not the only way.[/quote] Thanks, I looked into both situations. When the first capital ship is not free, the AI will sti

113 Replies 410,563 Views

[quote who="Darvroth" reply="106" id="3479229"]If a faction does not have strike craft it has been observed to stop firing at nearly dead ships. Abilities can mitigate to a point. Addition of strike craft immediately resolves the odd AI behavior.[/quote] Follow-up: I have not been able to replicate this issue, and I've tried, oh I've tried. Neither the regular AI nor AIs running fallback fleet management and targeting code display the type of issue you've mentioned. That s

113 Replies 410,563 Views

[quote who="Darvroth" reply="106" id="3479229"]Reducing strike craft maxSpeedLinear to that closer to the frigate maxSpeedLinear leads to extreme of the gravity well tail chases. We have not completely solved the problem but ensuring enough rear firing weapons helps tremendously.[/quote] That sounds like a movement and autotargetting system issue, not an AI one. Things like ships having lots of weapons on all their banks also cause weird movement behavior, though it is more like joust

113 Replies 410,563 Views

[quote who="Darvroth" reply="104" id="3479170"]As to having exhausted things to look at the SotYR mod radically alters things and as a result we have encountered some unique AI behavior items. There is more to find in the code but it means looking beyond the SoaSE foundations.[/quote] Problem is that at that point, AIs are governed mainly by fallback code. Since I know neither what all the various bits and pieces of fallback code are nor what triggers them (the only one I can ide

113 Replies 410,563 Views

[quote who="doctorhay53" reply="101" id="3478736"]Are the other dummy techs more likely to show up on a research queue much deeper in the game? I checked the "credits gained from planets" screen after leaving the game an it certainly looks like they never researched the tech there, either. [/quote] The other dummy techs are all part of the dummy tech ladder; since quite a lot of them have tier 7 techs as their requirements, you won't often see them getting researched until very la

113 Replies 410,563 Views

[quote who="doctorhay53" reply="99" id="3478617"]The question is, is there somewhere in the Artificial Unintelligence mod where I can implement an "IncomePercLost" penalty on the AI? This may be easier for me to implement, because I am not generally a modder and so I am having trouble figuring out how to force the AI to research my tech. In fact I'm not even completely certain that the tech I created is really an option for the AI to research, because I have yet to see it show up

113 Replies 410,563 Views

Updated the main mod to v0.62. Changes include allowing pirates to unlock up to 4 techs every raid instead of up to 2, drastically reducing the AI's diplomacy cooldown times (ie. it will give missions and offer pacts much more frequently), and spreading out the AntiMine frigateRoleType to multiple frigates. The second point was sorely needed by the way: with the default wait time of 5 minutes, AIs would often have all pacts researched and still take forever to offer them to their allies,

113 Replies 410,563 Views

Hard AI, from what I can tell, actually gets 1.5x income, not 2x income. There is only one setting you can change that affects AI difficulty levels: scalar bonuses to diplomatic points for diplomatic victory, adjustable as aiDiplomaticPointBonusScalar under playerDiplomacyAIDef in gameplay.constants. There are no other ways to modify the differences between AI difficulty levels. However, there are ways to make AI-only techs, so if the mod will be for personal use only, yo

2 Replies 2,860 Views

IIRC, older (retail) versions of Sins had a launcher of sorts. Once connected via a Stardock account, it should automatically notify you of any game updates. As usual, Steam versions of the game should automatically download the latest patch. More info here: https://www.sinsofasolarempire.com/update Note that if you bought the copy used, it is possible that its key was already activated by another account, in which case,

1 Replies 6,229 Views

[quote who="Sinperium" reply="95" id="3477178"] Added to the "Modderss Get An Answer" thread header. Nice work. And it's ok...my eyes just stopped bleeding. ; )[/quote] Thanks, I've been working on the eyebleed thing for a while now, trying out font sizing, spacing, bolding, etc. Also removed bullet pointing from research section because it was pointless, I think I've done all I can with my limited styling options, reading walls of white t

113 Replies 410,563 Views

[quote who="Redrey" reply="93" id="3476473"]It seems that this change (at least sometimes) results in some undesirable behaviors, like the AI building too many of those units. My friend who's using this mod told me that in his game one of the AIs built like 50 hoshikos.[/quote] If it was solely due to AntiMine, the alternative would have been the AI building 50 scout frigates; not exactly the rosiest of situations either way. It's not something I've ever seen bef

113 Replies 410,563 Views

Sorry for the double post, but it turns out I was flat-out wrong about the whole tech roulette thing. Work-in-progress and all that. The actual tech procedure is much more simpler than I thought, though the priority tag still plays an important part. I have updated the original post's Research section to reflect my new findings. Also, I'm suspicious that the playerAISharedDef stuff is also much simpler than I first realized due to guilt by association (the original, complex research p

113 Replies 410,563 Views

[quote who="furyofthestars" reply="19" id="3474914"]Sorry... I'm not a "fan" of arbitrary balance numbers. And by that, I refer (in part) to things like this, where you have 2 identical objects that are then given different numbers for the sake of "balance". To me, if you have to do that, then the object wasn't designed right in the first place (or the stats on one of them is too high, regardless).[/quote] Sins is essentially two different games: one on smaller map

21 Replies 37,415 Views

[quote who="GoaFan77" reply="90" id="3474657"]Really, that is what tells the game which AI to use? Or you've just found it to be the most efficient way without really changing anything?[/quote] From what I've seen on test runs after uploading v0.60, the fallback AI is likely split into multiple parts, and this only triggers some of them. Removing the factions-specific tactical planetModuleRoleType definitely alters the way the AI behaves, but I doubt it is the only way fallbac

113 Replies 410,563 Views

[quote who="Lavo_2" reply="3" id="3473239"]That is false. There are ways to get the AI to spam capital ships, to the point of them being the primary parts of fleets, via AI only research that instantly levels up capital ships to level 3. What would be needed is an off page research item that has the following, plus some other tidbits to ensure the AI researches the tech early enough: researchModifier modifierType "ExperienceConstantGainRate" &nbsp

7 Replies 7,432 Views

[quote who="Redrey" reply="88" id="3474628"]Can you update the download link please? It's still that of v0.50.[/quote] Whoops, link must not have updated, it's fixed now. I've also finished the de-fluffing.

113 Replies 410,563 Views