While I think we've brought this subject up plenty of times, I need help, so I'm bringing it up again.
Specifically, I'm wondering if there are any new frontiers to get Smac to a better level of AI performance. For those new to these thoughts, I'll try to recount where we are so far below. The major stumbling block I'm facing now is the fact that the AI doesnt' maximize it's research effectively. I'm sure I'll forget a few points, or miss some unread threads somewhere, so feel free to add in to what I've missed.
1. Smac AI not challenging enough, or for various reasons of curiosity, the search begins.
2. In a nutshell, changing the faction predispositions toward passive and giving them a focus on everything but 'Conquer' in the governor queue forces the AI to build infrastructure, expand like crazy, and attempt to get as much tech/SP's as possible. (this is accomplished by setting the factions personality to [-1, 0, 1, 1, 1]).
a. This has the effect of eliminating the AI's annoying tendency to build TONS of military units in the early-mid game in exchange for better infrastructure. The AI, given a chance (ie, not involved in a war) will eventually cause minerals ecodamage, respond with parks and treefarms, and, when faced with war later on, be one tough SOB with the vastly improved minearls.
b. The reason I say 'not involved in a war' is that, unfortunately, if the AI is provoked, it will turn from 50-100 percent of it's build queues into military production, which isn't good military strategy!
3. Further, facilities and techs can be reorganized to give the AI factions acess to needed facilites, especially to respond to and to create, mineral ecodamage. The long and the short? Give access to some kind of factory, and at least Tree Farms in the early to mid-game.
4. Amplifying the AI strengths, forbidding expression of it's weaknesses.
a. I'm not sure how much has been done along these lines, but that's where I am in my development. Specifically, think about things the AI might build which really won't help it? I pushed back (further in the tech tree) biology labs for this reason, and it helps. Sure, the AI might make worms at the base it happens to have a biolab in, but the +2 research isn't worth it, and neither is the build cost/time.
b. What forms of attack/research/tactics/strategy is the AI good with? Sadly, not too many. The AI can't handle probe teams very well, so making these either late in the game or ridiculously expensive might be worthwhile. The AI sometimes likes missiles (yes, you can 'encourage' that in the scenario editor), and actually uses them fairly effectively, storing up piles of missiles to wallop a base in conjunction (sometimes) with a land based attack.
c. Ai is great at cheating the build mineral reqs (on Transcend) and growth nutrient rows. How can that be exploited? I've tried using more rainy maps, or drier ones. Both help in different ways.
5. Limiting Player strengths and amplifying their weaknesses. Well, a lot of work has been done here.
a. Choppers...limit them (tested and found mildly effective)
b. Crawlers...limit or eliminate (quite effective, no fun!)
c. Economy...humans can tweak the SE settings much better than the AI..so make the SE horrible. See Vel's Incredibly difficult mod, or the upcoming Aldebaran. Also, impose rules that the human player can't change SE settings more than once/X turns, ala some MP PBEM rules.
d. Research: force the game to 'Tech-stagnation' either in the alpha-text, the faction text, or just in the game setup. Works to a degree, maximizing the AI's ability to produce more for less, limiting the players ability to FLY through the tech tree.
So, before this get's too long, let me just say, help!
-Smack
Specifically, I'm wondering if there are any new frontiers to get Smac to a better level of AI performance. For those new to these thoughts, I'll try to recount where we are so far below. The major stumbling block I'm facing now is the fact that the AI doesnt' maximize it's research effectively. I'm sure I'll forget a few points, or miss some unread threads somewhere, so feel free to add in to what I've missed.
1. Smac AI not challenging enough, or for various reasons of curiosity, the search begins.
2. In a nutshell, changing the faction predispositions toward passive and giving them a focus on everything but 'Conquer' in the governor queue forces the AI to build infrastructure, expand like crazy, and attempt to get as much tech/SP's as possible. (this is accomplished by setting the factions personality to [-1, 0, 1, 1, 1]).
a. This has the effect of eliminating the AI's annoying tendency to build TONS of military units in the early-mid game in exchange for better infrastructure. The AI, given a chance (ie, not involved in a war) will eventually cause minerals ecodamage, respond with parks and treefarms, and, when faced with war later on, be one tough SOB with the vastly improved minearls.
b. The reason I say 'not involved in a war' is that, unfortunately, if the AI is provoked, it will turn from 50-100 percent of it's build queues into military production, which isn't good military strategy!
3. Further, facilities and techs can be reorganized to give the AI factions acess to needed facilites, especially to respond to and to create, mineral ecodamage. The long and the short? Give access to some kind of factory, and at least Tree Farms in the early to mid-game.
4. Amplifying the AI strengths, forbidding expression of it's weaknesses.
a. I'm not sure how much has been done along these lines, but that's where I am in my development. Specifically, think about things the AI might build which really won't help it? I pushed back (further in the tech tree) biology labs for this reason, and it helps. Sure, the AI might make worms at the base it happens to have a biolab in, but the +2 research isn't worth it, and neither is the build cost/time.
b. What forms of attack/research/tactics/strategy is the AI good with? Sadly, not too many. The AI can't handle probe teams very well, so making these either late in the game or ridiculously expensive might be worthwhile. The AI sometimes likes missiles (yes, you can 'encourage' that in the scenario editor), and actually uses them fairly effectively, storing up piles of missiles to wallop a base in conjunction (sometimes) with a land based attack.
c. Ai is great at cheating the build mineral reqs (on Transcend) and growth nutrient rows. How can that be exploited? I've tried using more rainy maps, or drier ones. Both help in different ways.
5. Limiting Player strengths and amplifying their weaknesses. Well, a lot of work has been done here.
a. Choppers...limit them (tested and found mildly effective)
b. Crawlers...limit or eliminate (quite effective, no fun!)
c. Economy...humans can tweak the SE settings much better than the AI..so make the SE horrible. See Vel's Incredibly difficult mod, or the upcoming Aldebaran. Also, impose rules that the human player can't change SE settings more than once/X turns, ala some MP PBEM rules.
d. Research: force the game to 'Tech-stagnation' either in the alpha-text, the faction text, or just in the game setup. Works to a degree, maximizing the AI's ability to produce more for less, limiting the players ability to FLY through the tech tree.
So, before this get's too long, let me just say, help!
-Smack
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