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AI Research & station bug


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#1 Guest_Mercykiller_*

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Posted 06 January 2008 - 07:02 PM

The AI does not research anything - ever. Which is rather disappointing, and makes the game a bit easy.

Also, the Imperial AI only seems to build level 1 stations. The rebel AI builds level 5s.

#2 muneyoshi

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Posted 06 January 2008 - 07:40 PM

The AI does not research anything - ever. Which is rather disappointing, and makes the game a bit easy.

Also, the Imperial AI only seems to build level 1 stations. The rebel AI builds level 5s.


noticed that as well.. which is odd since they have the same AI (PR mentioned this before I believe).. lack of research is a serious issue.. as it does make the game after a certain point too easy.. let's just face it.. you could bring 100 carracks and 100 IPV's with 100 basic skiprays.. and not get anywhere against a fully upgraded fighter wing.. let alone cap ships (in testing E-wing seires X wipes the floor with basic skiprays even in very large amounts.. 10 squads working together accounted for 60+ skipray groups)

#3 Phoenix Rising

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Posted 07 January 2008 - 02:30 AM

Yeah. It will require some extensive changes to the scripts, but it needs to be done.

#4 Zarkis

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Posted 07 January 2008 - 11:21 PM

The AI does not research anything - ever. Which is rather disappointing, and makes the game a bit easy.

Also, the Imperial AI only seems to build level 1 stations. The rebel AI builds level 5s.


I concur. The Empire AI does not upgrade it's space stations.

#5 Eagle

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Posted 08 January 2008 - 07:05 PM

well i'm playing core worlds on medium and they have upgraded their skiprays and they use alot of them :scars:

#6 muneyoshi

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Posted 08 January 2008 - 07:51 PM

well i'm playing core worlds on medium and they have upgraded their skiprays and they use alot of them :scars:


lol.. yes they do.. I have another thread on it

#7 Zarkis

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Posted 08 January 2008 - 10:43 PM

well i'm playing core worlds on medium and they have upgraded their skiprays and they use alot of them :scars:


lol.. yes they do.. I have another thread on it


They probably build that may because they don't upgrade their space stations to build bigger ships. Can you check your campaigns?

I tried to narrow down the problem with the space stations. Somehow the vanilla perceptual equation for upgrading s tar station does not get big enough to trigger the upgrade for the empire. I am talking about the vanilla equations, because I think the changes to the perceptual equations in the mod don't work anyway. Since EAW I tried several times to influence the AI by changing the perceptual equations. It never worked. For me it looks like the xmls are only templates for a hardcoded system. Anyway, I removed all AI changes in the xml/ai directory and the problem with the empire space stations persisted. Then I simply gave the upgrade station perception the biggest value available in BasicInfrastructureGalacticSet.xml (ReallyBIG = 50), and it worked: The Empire AI upgraded it stations like crazy and after that started to build golans and the other stations like mad. What is needed is a closer look into the perceptual equations to find out the root of the problem for the Empire AI.

#8 Eagle

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Posted 08 January 2008 - 11:33 PM

They probably build that may because they don't upgrade their space stations to build bigger ships. Can you check your campaigns?

I tried to narrow down the problem with the space stations. Somehow the vanilla perceptual equation for upgrading s tar station does not get big enough to trigger the upgrade for the empire. I am talking about the vanilla equations, because I think the changes to the perceptual equations in the mod don't work anyway. Since EAW I tried several times to influence the AI by changing the perceptual equations. It never worked. For me it looks like the xmls are only templates for a hardcoded system. Anyway, I removed all AI changes in the xml/ai directory and the problem with the empire space stations persisted. Then I simply gave the upgrade station perception the biggest value available in BasicInfrastructureGalacticSet.xml (ReallyBIG = 50), and it worked: The Empire AI upgraded it stations like crazy and after that started to build golans and the other stations like mad. What is needed is a closer look into the perceptual equations to find out the root of the problem for the Empire AI.


where do i find this?

#9 Phoenix Rising

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Posted 09 January 2008 - 12:16 AM

But both factions are on the BasicEmpirePlayer AI...

#10 Eagle

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Posted 09 January 2008 - 04:16 AM

They probably build that may because they don't upgrade their space stations to build bigger ships. Can you check your campaigns?

I tried to narrow down the problem with the space stations. Somehow the vanilla perceptual equation for upgrading s tar station does not get big enough to trigger the upgrade for the empire. I am talking about the vanilla equations, because I think the changes to the perceptual equations in the mod don't work anyway. Since EAW I tried several times to influence the AI by changing the perceptual equations. It never worked. For me it looks like the xmls are only templates for a hardcoded system. Anyway, I removed all AI changes in the xml/ai directory and the problem with the empire space stations persisted. Then I simply gave the upgrade station perception the biggest value available in BasicInfrastructureGalacticSet.xml (ReallyBIG = 50), and it worked: The Empire AI upgraded it stations like crazy and after that started to build golans and the other stations like mad. What is needed is a closer look into the perceptual equations to find out the root of the problem for the Empire AI.


where do i find this?


how exactly do i do this?

#11 Zarkis

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Posted 09 January 2008 - 06:45 AM

But both factions are on the BasicEmpirePlayer AI...


Yeh, but the vanilla equations are different for the rebel and the empire faction. The tech equations only work if the player is faction Empire. Doesn't matter which AI the faction is using. For example here:


<Need_Tech_Upgrade_Unblocked>		Function_Empire_Should_Upgrade_Tech.Evaluate		*		Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility"}		*		(5.0 > Variable_Self.TechLevel)		* 		(1.0 - Variable_Self.CanAdvanceTech)	</Need_Tech_Upgrade_Unblocked>


This will always 0 for the rebel faction, because it doesn't have that building.

#12 anakinskysolo

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Posted 09 January 2008 - 05:04 PM

What program do you need to modify the XMLs? And what values do I need to change?

#13 clone1051

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Posted 09 January 2008 - 05:35 PM

You don't need any special programs. Internet explorer will open them, then you have to right click on it to open a little menu. Select "view source". This will open a text document that you can edit.
EN Neyo/Aurek Science Officer/ISD Chimeara/Imperial Navy

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#14 Phoenix Rising

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Posted 09 January 2008 - 08:54 PM

Yeh, but the vanilla equations are different for the rebel and the empire faction. The tech equations only work if the player is faction Empire. Doesn't matter which AI the faction is using.

But I changed those:

<Need_Tech_Upgrade_Unblocked>
		Variable_Self.IsFaction {Parameter_Faction = "Empire"}
		*
		(
			Function_Empire_Should_Upgrade_Tech.Evaluate
			*
			Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility"}
		)
		+
		Variable_Self.IsFaction {Parameter_Faction = "Rebel"}
		*
		(
			Function_Empire_Should_Upgrade_Tech.Evaluate
			*
			Variable_Self.HasStructure{Parameter_Type = "R_Ground_Research_Facility"}
		)
	</Need_Tech_Upgrade_Unblocked>
Unless you're sure perceptions don't actually work :rolleyes:... That other thread that I started should be able to tell us though, because most of those are set to +50 for the specific planets.

#15 anakinskysolo

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Posted 09 January 2008 - 11:47 PM

You don't need any special programs. Internet explorer will open them, then you have to right click on it to open a little menu. Select "view source". This will open a text document that you can edit.

And what do I have to edit?

#16 Timius

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Posted 11 January 2008 - 04:23 AM

I was wondering what you had to change to do this as well... i've found the xml mentioned, but i'm unsure where to put the value and what the code should look like... if it should even go in this xml....

too be clear im talking about the starbase quick fix :p

Edited by Timius, 11 January 2008 - 04:44 AM.


#17 Phoenix Rising

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Posted 11 January 2008 - 07:21 AM

He's probably doing this:

<DevelopStarbase>
		<Goal>Upgrade_Starbase</Goal>
		<Function>ReallyBig</Function>
	</DevelopStarbase>
But that'll likely cause them to build starbases everywhere and probably neglect other areas of the economy to do it.

#18 anakinskysolo

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Posted 11 January 2008 - 12:37 PM

You have to write ReallyBig there or a really big number?

#19 Phoenix Rising

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Posted 11 January 2008 - 08:20 PM

Well, I know ReallyBig will work because it's a function (ReallyBig = 50), but not sure about just a number.

Edited by Phoenix Rising, 11 January 2008 - 08:21 PM.


#20 anakinskysolo

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Posted 11 January 2008 - 09:04 PM

Thanks, got it working.



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