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Back to 1.0; to much AI limitations.


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#1 TegMiles

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Posted 06 July 2009 - 01:15 PM

After 20 hours of work i m almost convince that we need the source code and/or the programmers book to upgrade the AI behaviour. There s to many >>hide<< behaviour in the AI.

A good test that take a long time to complete is to name the new colony upgrade like the old starbase. That s the only thing i see that can explain the actual bug.

After that, i cannot find a build sequence that is simple and coherent.

The AI need to understand the command <<IF>> and do thing in order from a starting point. I lack time and experience to do that.

Good work guys ! Whit a good modding program i m sure we could get one of the best SPACE game that exist.

I m reverting back to 1.0 starting modding there; the GC was almost perfect with the last ad-ons.

If u have any hints to help me work on 1.1 ai i ll try.

A+

#2 Tropical Bob

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Posted 06 July 2009 - 04:03 PM

PR is aware of the AI's ignorance of the new Space Colonies and is trying to get it to work. For the meantime, you can download this community mod for PR that will get rid of the Space Colony system and revert to the vanilla Star Base one.

PR has also stated intentions to basically scrap the current AI and start from scratch. I can't speak for him on if or when that would commence, however.

I don't see what you mean by stating the AI has too many "hide" behaviors. In Space mode, if it's the attacker, it attacks; if it's the defender, it defends. In GC, the only reason you may not see many attacks is because the AI cannot build Space Colonies, therefore no production facilities, so it's limited to what it starts with, and therefore has a very limited production.

Yes, the source code would help intensely. Especially concerning PR's want for more factions, and less GC lag.

#3 TegMiles

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Posted 06 July 2009 - 05:53 PM

For the meantime, you can download this community mod for PR that will get rid of the Space Colony system and revert to the vanilla Star Base one.



Yes ! it work; at first try i had so many bug but i erase all and reinstall = all is working now.


Question : now in core campaign i see all planets... any way to reajust galactic vision like it was ???

#4 Phoenix Rising

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Posted 06 July 2009 - 07:30 PM

A good test that take a long time to complete is to name the new colony upgrade like the old starbase. That s the only thing i see that can explain the actual bug.

I would agree; it's possible that the name Empire_Star_Base_1 (and so on) is too ingrained into the game to rename. It shouldn't take that long to revert with UltraEdit.

I don't see what you mean by stating the AI has too many "hide" behaviors.

I think he means too much of the scripting is obfuscated.

#5 TegMiles

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Posted 06 July 2009 - 09:03 PM

I think he means too much of the scripting is obfuscated.


definition of obfuscated :

Obfuscated code is source code in a computer programming language that has been made difficult to understand. Programmers may deliberately obfuscate code to conceal its purpose (a form of security through obscurity), to deter reverse engineering, or as a puzzle or recreational challenge for readers. Programs known as obfuscators transform human-readable code into obfuscated code using various techniques.

wiki


never found a better word to explain my tough.

that s it.


btw i repeat my question on the good tread about the space station revert mod.

:p i really want to go back to gamming all night.



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