Uploaded version 0.60 of my mod and included a few more details about the fallback, faction-generic AI in Section 2. The biggest change in version 0.60 is the addition of the Rabid AI standalone addon, which forces AIs controlling vanilla Sins factions to use the fallback, faction-generic routines. It does this via blinding the AI of its faction-specific tactical structures (Shield Generator, Temple of Renewal, Nano Weapons Jammer) by changing their planetModuleRoleType values to REPAIRPLATFO
Delnar_Ersike
Either way, these issues all seem confined to GalaxyScenarioDef. I suggest you make a mini-mod for the ones you think should be fixed (eg. the TerranHome Social one does have a valid reason).
[quote who="RespawnedTitanL10" reply="3" id="3473288"]Not quite the same, because Vicious can buy cap ships at levels that Hard AI can't. And you probably mean Vicious @ slow-income = Hard @ faster-income. With all the changes to difficulty levels in the last few versions, I'm not sure that's precisely equality in income... Is there a more recent test of AI's actual income rates?[/quote] Correct, the Vicious AI can still buy higher level capital ship crew, and the actu
[quote who="Seleuceia" reply="2291" id="3473581"]Is this affected by game speed in settings (slow, normal, fast, faster)?[/quote] As far as I've seen, it isn't: all game speed settings do is multiply various income, speed, acceleration, etc. values as dictated by gameplay.constants, they don't actually increase the speed of the game itself (eg. Slow Income Speed decreases your resource income by a certain amount instead of increasing the amount of time between income ticks
[quote who="psychoak" reply="2288" id="3473428"]They AI makes checks, I'm not attentive enough to know the details, assuming anyone has the foundation solid without an actual dev saying "it does X" but the basic idea is that the higher the number, the more often the ai goes "should I build this" or "can I build this".[/quote] Correct, but there is one caveat though: the AI still only gives out orders during AI ticks, which happen once every 10 seconds. Even if the AI is checking w
Where's the TXT? Every entity file I've looked at has "TXT" (without quotes) as the first line, entityType only starts on the second line...
[quote who="BingXueZhiYa" reply="32" id="3473276"]If we recompile it, most of problem about RAM will be end. But just like Reply 26 said, the answer was a loud resounding NO. Another question is if don't make the game two version (64 bit and 32 bit) the 32 bit will lose this game as the a 32 bit OS can not support 64 bit program.[/quote] We wouldn't be able to recompile it, but Ironclad could. After compiling for an x86_64 target, you wouldn't need to delete the old,
There is no way to force the AI to build more capital ships other than spawning them in via an ability. If you're looking for reference on how to do the latter, look up the Vasari Loyalist Phase Gate, since Dark Fleet unlocks an ability to warp in a capital ship. Set the ability up to require a level 0 research whose icon is in a UI place unreachable by human players (it can still be researched by AIs), make sure the autocast is set on by default, and you're pretty much set. <div
Sins of a Solar Empire has a developer .exe that lets you do all sorts of stuff inside Sins, one of them is to have an AI control the current player. The developer .exe is located in your Sins of a Solar Empire folder, alongside the regular .exe. To open the developer menu once you're in-game, press Ctrl-Shift-. (that's the period key). Once inside, to enable the AI for the current player, press [a] for Change Galaxy, then [d] for Change Player, then [b] for Enable AI for Current Play
Wouldn't compiling the game's source for an x86_64 target allow the game use more than 2GB? Even if Ironclad are busy with other projects, having someone go back and do a recompile would take a few hours at max (and it would be a recompile, since all x86 instructions are fully supported in x86_64), though I understand you'd still need to do QA and Steam certification. Maybe release it as a beta the way the 1.82 patch was for the longest time?
[quote who="Turchany" reply="20" id="3473144"]So what do you suggest here? Should I make some more tests with the AI types that had those strange low values to see if this trend stands in further games and not just results of randomness? How many tests would confirm these are not accidents btw?[/quote] To test whether or not an AI can "see" a certain parameter, I usually record a few "control" cases where nothing is changed, then run a few test cases where I either change a parameter
[quote who="Seleuceia" reply="16" id="3473119"]What happens if the AI doesn't have a colony cap?[/quote] In unmodded Sins, the Jarrasul (Vasari colony cap) has the same roleType as all other caps ("Invalid"), while the other two races' colony caps have a roleType of "COLONY". Unless the AI deep-analyzes abilities (meaning it would have to identify colonize abilities that ships might have before it even builds those ships, something highly unlikely given its reliance on the Col
From my AI observations, the only thing the AI "sees" whenever it builds a ship or a module is the RoleType. If you give the AI two frigates that both only have one frigateRoleType of Light, it will not be able to differentiate between the two, and will build (roughly) equal amounts of both as a result. Transporting this logic to capital ships, all capital ships except for the colony ones have a roleType of Invalid, so there should be no reason why the AI would be able to differentiate betwee
Added a bit more info on AI ticks (AI gives orders at regular intervals, roughly once every 10 seconds) and also some info on a neat trick I found out to make low-health capital ships retreat independent of their fleets by exploiting the Explore ability. To be honest, I don't think there's much left for me to analyze in terms of settings to be modified. There are still a few situations I would like to analyze that I have yet to see pop up (GoaFan's capital ship hoarding thing is o
[quote who="furyofthestars" reply="82" id="3472648"]That scout bug can probably be fixed by turning the autoJoinFleetDefault to FALSE on the scouts.[/quote] Nope, the AI ignores autoJoinFleetDefault settings when managing its fleets. For example, Siege frigates have autoJoinFleetDefault set to FALSE, but the AI still groups them into fleets and such. From what I can tell, the only way to fix the bug from the modder's side is to force the AI to send the scout ships into separate gr
Updated main post with research on AI fleet management (lengthy) and also a bit on capital ship ability upgrade logic (short). In the process, I also found an (AFAIK, undocumented) AI bug caused by its grouping of scout ships: in short, the AI will occasionally put scout ships in fleets with other scout ships and/or other ships in general, after which it will no longer use them for scouting, but knows neither how to attack with them nor that it should build more scout ships, resulting in a fa
[quote who="RespawnedTitanL10" reply="77" id="3471642"]The AI sometime attacks with too few initial forces, perhaps betting on reinforcements. For example, I've seen it attack a fairly well defended Volcanic (3 Cobalts, 3 Krosovs, 2 Gardas, 2 Javelins) with just 3 Disciples. When these initial forces see themselves overwhelmed, they retreat, which is probably what creates that loop. In that case, the AI also had a capital ship en-route, but before it arrived the Disciples had done two ful
[quote who="RespawnedTitanL10" reply="74" id="3471452"]Given how horrible the AI is at using abilities on its capital ships (especially as Advent), I assume its estimates of TkA & TkD are terrible as well.[/quote] Correct, the calculation is missing a bunch of factors, some of which you and/or I have named. [quote who="RespawnedTitanL10" reply="74" id="3471452"]You can see these estimates in the game by turning on "Show Fleet Comparison" in the dev exe (it's in th
Updated the original post with my new observations. Some key aspects: The AI always factors in the black market to its "can I afford this" calculations. As a result, a Researcher AI will spend fortunes buying crystals earlygame, since that is the only way it can afford the mounds of research it wants to do. Basically, instead of the AI asking itself "what can I do that I can afford?", it asks "how can I afford what I want to do?". It will even buy resources from the black marke
Reorganized some information in the primary post to make it more visible (eg. the AI's "tech roulette" is now fully detailed under the Research category instead of hidden away inside the bullet point for the priority parameter). [quote who="GoaFan77" reply="69" id="3470042"]First the problem. I have a generic faction AI that loves to keep its capitalships guarding its homeworld for the entire first part of the game. This is extremely weird as I've heard of no one else having t
[quote who="RespawnedTitanL10" reply="66" id="3469709"]Frankly the only AI that is still a mild challenge for me is the Aggressive one (with this mod I mean, otherwise none are, LOL). That's the only one that builds SB only after it has enough fleet and sometimes defense structures at the system in question (2-3 turrets and/or a hangar). It still doesn't seem ever want to build repair platforms though, but it seems there's no special knob to tweak for that.[/quote] It'
[quote who="Bartowski" reply="2269" id="3464243"] Is there a mod out there that increases game speed? So maybe "fastest" setting instead of "faster"?[/quote] 1) You can always increase in-game speed to 2x, 4x, or 8x via the tiny buttons right above the unit portrait icon. At least I think that's where they are, it's been a while since I've last used them. IIRC, PageUp and PageDown are the hotkeys, though you should probably make sure by checking the game's hotkey
[quote who="RespawnedTitanL10" reply="64" id="3460596"] Thanks for modding effort. It does seem that the AI is slightly better with this on. As for the normal vs. quick start, I actually like the way normal-start AI is bugged to poorly prioritize homeworld upgrades because this creates intermediate AI levels between the official ones. Since the income differential with the Hard+ AI is usually highest in the beginning before you can out-expand the AIs, it helps to have the higher-level o
Hmm, I suspect it's to do with the mod relying on DLC's you don't have (Forbidden Worlds and/or Stellar Phenomena), though I don't know much about Infinite Space specifically. What DLC's did you buy during the Steam sale (if any)?
[quote who="WarNeck" reply="61" id="3458939"]Good informative replies Are you certain that higher flee values are better for large maps? I usually play 80+ planet maps On vicious AI, in vanila, they often escape and even leave their own planets once I have full fleet at their planets (late game), almost constantly. Though I am uncertain if they escape before their starbase is destroyed. I have to pay attention to that in my next map... Basicaly the issue with them escaping once I enter their