I think the ai likes the Steamrunner too much lol

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posted on April 29th, 2011, 10:24 pm
I add it to the fed aip before every instance of the Akira and give it the same numbers to build(at first now its one) and well...look a the ss below. With the ai building Steamrunners and Akiras at a one to one ratio you would think there would be just as many but noooooooo. Steamrunners have to be 80% to 90% of the ais whole fleet. When I set it to one Steamrunner per two Akiras it got better but only down to 50% of the total fleet. Note that the shot below is with the two per two and not the one per two as it is now but still thats a whole lot of overkill lol.

And since there is nothing in the aip or any of the steamrunner odf files that tells the ai to build more of these than anything else no matter what what do I do? I want to keep it atleast two Steamrunners built everytime just before two Akiras are built with the ai building three dozen of them instead. The intrinsicvalue or anything else that I could see wont affect anything here based on whats in the guide and the bbom.

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FOScreenShot_110428_133250.png
posted on April 29th, 2011, 10:27 pm
the ai realised you had given it a powerful weapon with which to spam you to death. it couldnt pass up the opportunity to do so.
posted on April 29th, 2011, 10:31 pm
AI also checks the power of the ships. If it worth its price, AI will build more of that type.
posted on April 29th, 2011, 10:32 pm
Last edited by 086gf on April 29th, 2011, 10:37 pm, edited 1 time in total.
Actually I was just watching the three ai go at it.

EDIT: Then again maybe it is intrinsicvalue even though thats only used by the opposing fleet.
posted on April 29th, 2011, 10:34 pm
086gf wrote:Actually I was just watching the three ai go at it.


they hate each other more than they hate you, at least you go away and sleep/eat sometimes, the ais have to live inside your computer and put up with each other 24/7
posted on April 29th, 2011, 10:53 pm
Last edited by 086gf on April 29th, 2011, 11:05 pm, edited 1 time in total.
lol Possibly.

Anyways, cut the attackpower in half and still got Steamrunners making up half the ai fleets. Will try the same with inrinsicvalue now.

EDIT: Nope, halving the intrinsicvlaue gets me double.
posted on April 29th, 2011, 11:00 pm
Last edited by Dominus_Noctis on April 29th, 2011, 11:15 pm, edited 1 time in total.
Yup, the guide does not fully explain the AI, because I only added what is commonly known (and of course what I have learned). To understand how the AI does what it does, you'd have to ask Optec. I'm fairly certain that intrincisvalue and attackpower will still be relevant, but you definitely do not want to screw with those because they are used for calculating how your ships behave on the battlefield too.

Probably build time, cost etc also play a role here :)

edit: spelling...
posted on April 29th, 2011, 11:07 pm
Well its cost is between the Intrepid and the Akira so it shouldn't be that.

Both attackpower and intrinsicvalue are back to default btw.
posted on April 29th, 2011, 11:18 pm
Well, if cost is such that it gets stuck in a loop building the ship (AI build is very optimized in FO, and it's hard to approach that without using Optec's tools) I imagine that it might cause some issues  :sweatdrop: . It would probably be wisest to watch an AI game with the debugger and compare to the build list when nearing the Steamrunner - perhaps something is out of wack. I know that several other people have had issues when trying to put in new ships, because they would not be built, or would also be built way too much (all due because of the placement in the AI techtree and buildtime/cost relations to other ships). Stock AI's tend to have a lot more leeway for inputting new ships than Optec's AI's I've found, simply because of that optimization  :pinch: You'll probably have to play around with changing other ships there or something  :blush:
posted on May 2nd, 2011, 11:21 pm
Last edited by 086gf on May 3rd, 2011, 1:39 am, edited 1 time in total.
Yeah, i'll figure out something.

Also, the debugger is borked.

Changing int DEBUG_DRAW = 0; to int DEBUG_DRAW = 3; does not work and causes a crash when going to select a map.

# Toggle the display of debugging info
debugging_toggle {
+ keyboard Y
- keyboard Control
- keyboard Shift
+ keyboard Alt
}

What am I missing?

And the ai does now actually get stuck when it gets to the Steamrunner in the aip. I changed it to SteamrunnerA from SteamrunnerAM for the ai. Deleting a letter in this situation does not or atleast should not cause this kind of issue.
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