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REL - Zarkis AI for PR BETA


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#21 Vitek

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Posted 23 February 2008 - 05:24 PM

Great, looks superb. I have to try it at once. I'll try to give some feedback later. :p

EDIT: So I made first short run and I've got few questions. I was attacked by Gamma Transport in week 8 and by Quasar Bulk Cruiser in week 9. Is it even possible to research it so fast? Isn't the research too fast for AI? I am kind of slow player and I like fighting weaker units in beggining and then slowly switch to better ones. :p In last version I was spammed with smugglers and now in week 9 two were already present on my planets. Is it still the case in the newest version? And why is it? I find it quite annoying.

And last, have you made something with resolving autocombat? It seems very strange when heroes present. I attacked pirate base with 2 AT-ST and 4 stormtroopers, autoresolved and won easily. Then attacking another pirate base with same force + Lord Vader was present and I lost everything except Vader. In another pirate base attack with even bigger army and Vader and I lost Vader - forever. :D But here I'm not sure if it isn't vanilla thing.

More will follow later. :)

Bye,
Vítek :)

Edited by Vitek, 23 February 2008 - 07:01 PM.


#22 LUKAS

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Posted 25 February 2008 - 01:51 AM

i install the mod but now the ai is doing nothing i mean like really nothing is not building not moving .
help please

Edited by LUKAS, 25 February 2008 - 01:56 AM.


#23 GrandAdmiralVance

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Posted 25 February 2008 - 04:21 AM

ok man, once again do you have the patch 1.1 for foc, is the mod folder in the foc directory, for other fixes, check the stickies in bug reports, for the fix

#24 Timius

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Posted 25 February 2008 - 01:20 PM

Looks good Zarkis,

I was trying to work on the same sort of things, but my modding skills with AI arn't so great.

I'll download it now and give it a try, if i have any feedback that someone hasn't mentioned i'll let you know.

#25 Sakul

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Posted 25 February 2008 - 03:43 PM

I cant download Zarkis AI mod please help me

#26 AzakVencor

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Posted 25 February 2008 - 08:04 PM

Is it me or did playing against the Rebels in Galactic Conquest on Easy get insanely difficult? Fast research, tons more money, more damage? Which file(s) did you modify for those traits? I may have to make my own tweaks.

#27 Zarkis

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Posted 25 February 2008 - 09:30 PM

[

quote name='Vitek' date='Feb 23 2008, 06:24 PM' post='573055']
EDIT: So I made first short run and I've got few questions. I was attacked by Gamma Transport in week 8 and by Quasar Bulk Cruiser in week 9. Is it even possible to research it so fast? Isn't the research too fast for AI? I am kind of slow player and I like fighting weaker units in beggining and then slowly switch to better ones. :wink_new: In last version I was spammed with smugglers and now in week 9 two were already present on my planets. Is it still the case in the newest version? And why is it? I find it quite annoying.


Yes, the Empire AI can be very quick in reseraching ISD IV for example, but usually it neglects other upgrades. I think I will gently force it to research other stuff too, which should slow it down a bit. I didn't touch the smugglers, so that's the original game. I remember I was annoyed with the smuggler spam by the AI when I first played the game, but unfortunately, there is no good way to tune that down (same with sabotage by the Underworld).

And last, have you made something with resolving autocombat? It seems very strange when heroes present. I attacked pirate base with 2 AT-ST and 4 stormtroopers, autoresolved and won easily. Then attacking another pirate base with same force + Lord Vader was present and I lost everything except Vader. once In another pirate base attack with even bigger army and Vader and I lost Vader - forever. :wink_new: But here I'm not sure if it isn't vanilla thing.



I may have to add higher autoresolve health for some heroes. The basic problem is that nobody really knows how autocombat works. I read somewhere, that a german moding group once asked PG about it, and PG couldn't give an answer...


Is it me or did playing against the Rebels in Galactic Conquest on Easy get insanely difficult? Fast research, tons more money, more damage? Which file(s) did you modify for those traits? I may have to make my own tweaks.


Nice to hear the AI gives you a challenge... :ohmy: On easy the AI gets 2 times the money of the player. In every other respect it's equal to you. Anyway, if you want to change that, look into DifficultyAdjustments.xml. Also the Rebels are the more aggressive of the two factions (the Empire likes to build more).

Edited by Zarkis, 25 February 2008 - 09:45 PM.


#28 Tropical Bob

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Posted 25 February 2008 - 11:47 PM

I'm considering downloading this...But I'm a bit hesitant due to the part that says:

- with the exception of mining facilities you can only build one of each buildings per planet
- on standard planets only one mining facility is buildable, while on mining planets you can build up to 4

What are the XML files and parameters and what-not to change this back to normal? I like having specialized planets. :ohmy:

Edited by Tropical Bob, 26 February 2008 - 03:37 AM.


#29 machitis

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Posted 26 February 2008 - 03:12 AM

Download yields a permission denied... I'm wondering if it has to do with no posts with this user yet. We'll see after I post this. :xcahik_:

Edit: Ah, problem validating the email. All is good.

Edited by machitis, 26 February 2008 - 03:17 AM.


#30 Phoenix Rising

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Posted 26 February 2008 - 08:43 AM

Would the CSA even want to conquer the galaxy? They are merely a group that governs a small area. They should have an AI that secures their assets not goes all imperialist.

Best to get one AI player working well first before anyone tries to specialize them much.

I may have to add higher autoresolve health for some heroes. The basic problem is that nobody really knows how autocombat works. I read somewhere, that a german moding group once asked PG about it, and PG couldn't give an answer...

It wasn't that they couldn't answer, the mechanics are simply too complicated to provide a meaningful answer. I think I have a fairly decent understanding of auto-resolve, however. Try giving the hero company a proper <CategoryMask>, like SpaceHero | Capital. I'm thinking heroes (and probably starbases) are meaningless because they're undefined, but again, I haven't yet found time to test this theory :xcahik_:.

#31 TheEmpire

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Posted 27 February 2008 - 12:26 AM

Ok this is not right, I was playing on normal on the inner rim GC but I am getting attacked by praetors a lot of praetors. Each fleet had no less then 3 in them. This would not a problem normaly but the attacks are coming so fast that I can't build up my forces to defend the planet they destroyed my main fleet when they attacked Tannab with 3 praetors and a buch of other stuff. It is annoying that they build so fast and what they build a lot of. Its ok if they build a few praetors but just not so fast!. Is there anyway I can slow down there build time or stop the AI from making so many dreadnoughts?

EDIT: Ok I worked on the the difficulty ajustments XML and think I fixed the build times the AI still builds a lot of praetors just they are built slower still annoying with the number of dreadnoughts though.

Edited by TheEmpire, 27 February 2008 - 01:38 AM.

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#32 Eagle

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Posted 27 February 2008 - 01:26 AM

the AI is overpowered on easy with the quicker build times.

#33 Timius

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Posted 27 February 2008 - 03:26 PM

Playing the Thrawn campaign as the rebels on hard atm. I like the idea behind the mining facilities i really do, i'm just not 100% sold on whether it works or not yet, money being tight is one thing, but with the amount you have to spend in PR, especially on hard to keep up with the AI, it might need a bit more tweeking imo... maybe allow mines to be built on planets with high income rates as well ? Coruscant for example, but maybe less of them ?... increase the mining planet total to 5/6 max and have the high income set at 3/4 maybe?

Not sure if the Thrawn map was the best one to test this on though, as there are very few mining planets available, its probably my fav map apart from GFFA (i have a pretty beefy machine and it still lags gdi). I'm building the smaller stations where its logical, and currently researching transports asap to try and get some more money flowing.. although currently i don't have enough population to build them anyway lol, i keep having to retreat my land army on Qat Crystac.. vehicle only fight and hes reinforced it to high heaven... turbolasers and AT-AT's everywhere, backed up by Lancets. repulsor tanks and artillery... been a bloodbath i tell you lol.

Personal viewpoint here... i don't like the "can only build one of each factory type" takes way too long for you to get going, also means all your planets end up being practically the same, which to me is pretty boring, i prefer having a bit of diversity.. but again thats a personal preference... maybe do something similar with factories that you did with mines ?... certain planets with bonuses to vehicle building can build more than one factory... erm Woostri is one.. Filve is another off the top of my head.

All in all im enjoying it so far though, slightly different take means i'm having to think differently... I made a few changes to some things that i made to the original release from Phoenix, nothing major really.. increased the range of the Golans (for me they just wern't worth the money before, now they can actually stand up for themselves pretty well) and changed some of the space pop values a little... personally i'm a fan of ISD size battles if that makes sense... basically i made the 8 pop ships 6, some of the 4's down to 3's, i left most of the 2's as is, same with the 1's, although i was tempted to increase the gunship to 2, if there was a 1.5 value i'd probably put it there :shiftee: I left all the "bigger" ships the same.. i just like seeing more ISD sized fights... i find SSD fights boring tbh, (send out the bombers, go make a drink) definately worth seeing if for no other reason than to see the suberb work by Phoenix in making those monsters realistic, and an Exec vs Lusk fight is definately worth trying to set up.

I'm rambling, i'll stop lol

#34 anakinskysolo

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Posted 27 February 2008 - 04:23 PM

Personal viewpoint here... i don't like the "can only build one of each factory type" takes way too long for you to get going, also means all your planets end up being practically the same, which to me is pretty boring, i prefer having a bit of diversity.. but again thats a personal preference... maybe do something similar with factories that you did with mines ?... certain planets with bonuses to vehicle building can build more than one factory... erm Woostri is one.. Filve is another off the top of my head.


I agree with you on this.

All in all im enjoying it so far though, slightly different take means i'm having to think differently... I made a few changes to some things that i made to the original release from Phoenix, nothing major really.. increased the range of the Golans (for me they just wern't worth the money before, now they can actually stand up for themselves pretty well)


How did you increase the Golan's range? How can you change the Turbolasers for HTL?

#35 Zarkis

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Posted 27 February 2008 - 06:10 PM

Thanks for the feedback everybody. Now that the AI seems to work rather well, balancing the mod is the next step. So don't hesitate to post your observations about the different difficulty levels. I think I will make player and AI equal on the easy setting and diminish the advantages for the AI on normal and hard a bit (especially the build times).


I'm considering downloading this...But I'm a bit hesitant due to the part that says:

- with the exception of mining facilities you can only build one of each buildings per planet
- on standard planets only one mining facility is buildable, while on mining planets you can build up to 4

What are the XML files and parameters and what-not to change this back to normal? I like having specialized planets. :shiftee:


Just copy the original SpecialStructures.xml from PR 1.0 over the one of my mod.

the AI is overpowered on easy with the quicker build times.


The AI on easy has the same build times as the player, it only gets twice the money.

Ok this is not right, I was playing on normal on the inner rim GC but I am getting attacked by praetors a lot of praetors. Each fleet had no less then 3 in them. This would not a problem normaly but the attacks are coming so fast that I can't build up my forces to defend the planet they destroyed my main fleet when they attacked Tannab with 3 praetors and a buch of other stuff. It is annoying that they build so fast and what they build a lot of. Its ok if they build a few praetors but just not so fast!. Is there anyway I can slow down there build time or stop the AI from making so many dreadnoughts?


The Preator spam is not something my mod causes. I would also like to see more ISD's on the Empire side and will look into that.

Personal viewpoint here... i don't like the "can only build one of each factory type" takes way too long for you to get going, also means all your planets end up being practically the same, which to me is pretty boring, i prefer having a bit of diversity.. but again thats a personal preference... maybe do something similar with factories that you did with mines ?... certain planets with bonuses to vehicle building can build more than one factory... erm Woostri is one.. Filve is another off the top of my head.


Well, I restricted the player to just one building, so he does not have an advantage over my AI. However there should be no problem reverting to the original SpecialStructures.xml as I mentioned above.

#36 Timius

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Posted 27 February 2008 - 08:10 PM

How did you increase the Golan's range? How can you change the Turbolasers for HTL?


I just went into the hardpoints_pr.xml, searched for golan, and changed the <fire_range_distance> for each of the hardpoints for each golan station. Not sure if this is the best way of increasing the range, but it seems to have helped, Golan 1's have the shortest range, Golan 3's have the longest. Just have to be careful to not make the torpedos too long ranged or they become overpowered imo.

I was thinking of playing with the stations, but thats a huge undertaking to get right and i don't think my modding skills are up to the task of what i'd like to do with them personally.. different garrisons depending on your tech and upgrade level of ships etc. Besides i'm also waiting to see what Phoenix does with them first :alien:

#37 TheEmpire

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Posted 27 February 2008 - 08:49 PM

I would also like to see more ISD's on the Empire side and will look into that.



Well on my version the empire loves ISD's (10 in one fleet!) but that is not a problem better then the praetor spam.

Well, I restricted the player to just one building, so he does not have an advantage over my AI.

good idea but I think you should allow 2 barracks, 2 light factorys and one of everything else. Oh and 2 hypervelocity cannons and ion cannons. Or shorten the reload time for them, with one it is way to long.
"Just once, I'd like to destroy a starship that we didn't pay for!"
"Welcome to the jolly old death star."
"Vader gets the plesure of killing someone while we get to stay among the living. Private Perkins overhere has been stranged over 30 times haven't you Perkins." "Good man."

#38 GrandAdmiralVance

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Posted 28 February 2008 - 05:10 AM

holy crap, increasing the range on the goaln took 30 minutes staight, my fingers hurt

#39 anakinskysolo

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Posted 28 February 2008 - 03:54 PM

holy crap, increasing the range on the goaln took 30 minutes staight, my fingers hurt


Why? I lasted 5 minutes. You just have to replace using ctrl+a...

By the way, excellent mod Zarkis. The only bug I've seen up to now is that the heros have very little auto resolve health. For example, I was attacked by the Chimaera and a Nebulon-B in a planet where I had a Lvl. 1 space station. And I thought "Well, is impossible to win, so lets auto resolve." And I won. I destroyed both of the vessels. Its happened to me on two different planets up to now. A question: Are you sure you can't solve that formation bug in tactical combat? Because it would be really good... Anyway, excellent mod. In GC the AI is infalible, it looks like its Thrawn who is orchestrating the attacks...

Edited by anakinskysolo, 28 February 2008 - 11:14 PM.


#40 RICON

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Posted 29 February 2008 - 02:24 AM

OK maybe im missing something but the mod does nothing
I did a fresh install
I followed the installation instructions exactly
--In Hard Mode--
I never get attacked the AI never builds anything
Even in combat the AI doesn't come after me it just sits there and fires at me if I'm in its range
Even after 800 weeks the AI had built no units, spent no money, and captured no planets (I checked the charts)
P.S. i let the game run overnight in order to achieve 800 weeks, I did not actualy play that long

Did I miss something here or what



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