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  • Tweaking the AI

    Greetings all!

    I have read in this forum of several ways to tweak the AI to produce a more challenging game. I am specifically looking for the files to make the AI build more robust units such as skimship probe teams and use crawlers more efficiently. I have read some of the tips but was curious if there are actually files out there tho do this (cause I'm f'n lazy ). Thx in advance

  • #2
    skimship probe teams:

    Code:
    #UNITS
    25
    Colony Pod,             Infantry, Colony Pod,   Scout,      8, 0, 0, None,    -1, 00000000000000000000000000
    Formers,                Infantry, Formers,      Scout,      9, 0, 0, Ecology, -1, 00000000000000000000000000
    Scout Patrol,           Infantry, Gun,          Scout,      3, 0, 0, None,    -1, 00000000000000000000000000
    Transport Foil,         Foil,     Transport,    Scout,      7, 0, 0, DocFlex, -1, 00000000000000000000000000
    *Sea Formers,           Foil,     Formers,      Scout,      9, 0, 0, Disable, -1, 00000000000000000000000000
    Supply Crawler,         Infantry, Supply,       Scout,     10, 0, 0, IndAuto, -1, 00000000000000000000000000
    Probe Team,             Speeder,  Probe Team,   Scout,     11, 0, 0, PlaNets, -1, 00000000000000000000000000
    Alien Artifact,         Infantry, Artifact,     Scout,     12,10, 0, Disable,  2, 00000000000000000000000000
    Mind Worms,             Infantry, Psi,          Psi,        1, 5, 0, CentEmp,  3, 00000000000000000000000000
    Isle of the Deep,       Foil,     Psi,          Psi,        7, 8, 4, CentMed, -1, 00000000000000000000000000
    Locusts of Chiron,      Gravship, Psi,          Psi,        4,10, 0, CentGen, -1, 00000000000000000000100000
    Unity Rover,            Speeder,  Gun,          Scout,      3, 0, 0, Disable, -1, 00000000000000000000000000
    Unity Scout Chopper,    Copter,   Gun,          Scout,      4, 0, 0, Disable, -1, 00000000000000000000100000
    Unity Foil,             Foil,     Transport,    Scout,      7, 0, 0, Disable, -1, 00100000000000000000000000
    Sealurk,                Foil,     Psi,          Psi,        6, 6, 0, CentPsi,  4, 00000000000000000001000000
    Spore Launcher,         Infantry, Psi,          Psi,        0, 5, 0, Bioadap,  5, 00000000001000000000000000
    Battle Ogre MK1,        Infantry, R-Laser,      3-Res,      0,10, 0, Disable,  6, 00010000000000000000000000
    Battle Ogre MK2,        Infantry, R-Bolt,       8-Res,      0,15, 0, Disable,  6, 10010000000000000000000000
    Battle Ogre MK3,        Speeder,  String,       Stasis,     0,20, 0, Disable,  6, 10010000000000000000000000
    Fungal Tower,           Infantry, Psi,          Psi,        3, 0, 0, Disable,  1, 00000000000000000000000000
    Unity Mining Laser,     Infantry, Laser,        Scout,      0, 0, 0, Disable, -1, 00000000000000000000000000
    Sea Escape Pod,         Foil,     Colony Pod,   Scout,      8, 0, 0, Disable, -1, 00000000000000000000000000
    Unity Gunship,          Foil,     Gun,          Scout,     -1, 0, 0, Disable, -1, 00000000000000000000000000
    Party Boat I,           Foil,     Probe Team,   Scout,     11, 0, 0, DocInit, -1, 00000000000000000000000000
    Party Boat II,          Cruiser,  Probe Team,   Scout,     11, 0, 0, DocInit, -1, 00000000000000000000000000
    
    insert that into alphax.txt in the appropriate place.
    -- What history has taught us is that people do not learn from history.
    -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

    Comment


    • #3
      And there's no way to make AI use crawlers more effective expect:

      1.setting his priority to "build" (he will build more of them)
      2.making a "lurker" crawler units in the scenario and giving them "O" command on a useful resource (like minbonus on rocky squre).
      -- What history has taught us is that people do not learn from history.
      -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

      Comment


      • #4
        This link can be useful as well (checkout the links listed there as well).

        community rules.
        -- What history has taught us is that people do not learn from history.
        -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

        Comment

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