AI Nebula Detection

Post ideas and suggestions on new features or improvements here.
Jolteon
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posted on May 5th, 2008, 4:37 am
Do the AI actually detect nebulas? I was playing on the Badlands 2 player map with a romulan AI, the romulans at the bottom, they where constantly trying to send construction ships through to get to the resources at the other side of the (damaging) nebula, constantly loosing ships.
The AI need better nebula navigation, 100% sure of that, I hope it can be arranged :)
posted on May 5th, 2008, 4:52 am
they sort of do and don't, its more of a pathing issue and the compuer deciding that just the simplest route... you cant really do much with the AI in Armada because it works on really basic number principles...
posted on May 5th, 2008, 5:45 am
And another problem is that scout ships always get stuck in asteroid fields. >:(
Jolteon
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posted on May 5th, 2008, 6:08 am
Emil wrote: And another problem is that scout ships always get stuck in asteroid fields. >:(

Yeah, that happened a few times in this game too, I just get over that one, but this AI was constantly loosing it's construction ships, and not building resource stuff any where else, so it didn't have resources to fight me :((Easy victory was easy)
posted on May 5th, 2008, 11:35 am
i suggest you try my revised AI found here
Star Trek Armada II: Fleet Operations - AI suggestion as well as others

its in beta right now and only and majorly changes the feds. Give it a try and choose federation normal as your opponent. I promse you wont find it an easy win at all...
Jolteon
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posted on May 5th, 2008, 5:55 pm
redmanmark86 wrote:I promse you wont find it an easy win at all...

I'm obviously too good for it  :D
posted on May 5th, 2008, 6:50 pm
lol, did you try it then?
Jolteon
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posted on May 5th, 2008, 8:45 pm
Yeah, I still managed to beat it rather easily  :shifty:
posted on May 5th, 2008, 9:12 pm
if you got msn i would be interesting in giving you a game to see how you play to further improve my AI...
posted on May 6th, 2008, 6:47 am
v3 features a complete new pathing systems, so vessels will chose more intelligent paths and will no longer try to move asteroids by crashing against them. Nebula avoidance has improved a little too.
Jolteon
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posted on May 6th, 2008, 7:43 am
redmanmark86 wrote:if you got msn i would be interesting in giving you a game to see how you play to further improve my AI...

Generally speaking I claim all resource points to choke my opponents of resources, or if they're doing long range resourcing, pick off the collecters. Generally speaking to beat me, you need to be very aggressive in resource claiming, and fitting it out with stuff to repel my attacks. I will usually where possible prefer to use an army of smaller ships, rather than a smaller army of bigger ships. (I do this especially if I play as Klingons), if I am playing on a map where there is only one route to each other (I.E Badlands 2 player) I will attempt to claim the way to each other and lay it with a barrage of turrets. (Often thwarting AI armies before they ever get to me) I also sometimes set a few larger ships, or a small squadron of scouts/similiar smaller ships to patrol my borders to alert me of an incoming attack, rather than noticing a massive army attacking my base and going "Oh snap", depending on whether the AI is set to medium or hard, I have the said ships flee, or attempt to attack the incoming attack, or just flee to the base to help defend that.
posted on May 9th, 2008, 5:55 pm
Mark mark mark, Still messing with the AI files  :lol:

Did you edit the size of the minimum attack force to maybe make it slightly harder for people who mass turret walls ?
Jolteon
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posted on May 13th, 2008, 5:34 pm
Last edited by Jolteon on May 13th, 2008, 5:36 pm, edited 1 time in total.
Acidpunk wrote:Mark mark mark, Still messing with the AI files  :lol:

Did you edit the size of the minimum attack force to maybe make it slightly harder for people who mass turret walls ?

They should send fleets that vary in size, anything from a few ships to a massive armada of 30+ (Perhaps even up to 40 on hard AI?)
posted on May 13th, 2008, 9:33 pm
Last edited by Dominus_Noctis on May 13th, 2008, 9:35 pm, edited 1 time in total.
Indeed  :woot:
(Aaaanywho... anybody notice the intersting cascade of threads; each one is slightly longer than the next in the "new threads links"   :ermm: )

Just realized. I screwed it up, oh well  :pinch:
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