I have noticed that everybody has a lot of complaints about the AI (its misuse of air units, its misuse of terraformers, its non-use of supply crawlers) but nobody has any ideas about how to fix it. Does anybody know where the AI is programmed in the game, and possibly how to edit it?
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Editing the AI
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Darsnan did some stuff with the faction .txt files, as did Smacksim. Mostly it involved free facilities, +SUPPORT etc, to stop AIs from shooting themselves in the foot (as easily). As to actually changing the AI code, I haven't the foggiest.#play s.-cd#g+c-ga#+dgfg#+cf----q.c
#endgame
Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html
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One thing that I have tried with some success is eliminating SE...
No faction gets any benifits that apply to SE, with
two exceptions....all factions get +2 economy and +2 support...otherwise only free facilities or extra talents, or possibly free prototypes...also, no faction recieves disadvantages either...
You can go into the game rules file and change all the benifits of each SE setting to zero...also, it is important to go into each AI text file and make sure that they don't favor any particular SE setting, because they might waste energy on an SE setting that gives no benefits...
The benefits I gave the original factions when I did this are...
Gaians--+1 nutrient in fungus square, mindworm police (you can do this in SMAX), free rec tanks
Hive--Free perimeter defenses, free non-lethal police special ability to all units after discovery of intellectual integrity (SMAX), one less drone all bases
University--Free Network Nodes, choose one additional tech, get tech that is discovered by three other factions that are infiltrated (SMAX)
Morgans--Bonus from trade from treaties and pacts, start with 100 energy, free energy banks...
Spartans--Free prototypes, free command centers, start game with speeder instead of scout infantry
Believers--+25% to all combat, both defensive and offensive, free polymorphic encryption all units (represents mind control) from beginning of game (I think thats how I did it)
Peacekeepers--free talent every 4 citizens, free rec commons all bases
Balancing may still be necessary for this, but you get the idea...
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I'm not clear on why SE hurts the AI, but if so, it would be better to make the AI smarter about SE instead of disabling it, which is what I was saying. I know it would be a difficult job to edit the AI, but I wanted to know if anybody knew where the AI actually was located so that it might be possible.
Incidentally, if you change the faction text files so that factions don't feel the negative effects of their preferred SE choice, or do so less (e.g. Morgan gets Robust: Police), will that make the AI more likely to use those choices? And why don't you think the AI can handle having innate SE bonuses and penalties?Who exactly lives in the United Nations? If you are a hobo and you sleep in front of the U.N. building, does that count?
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AI's can be edited in files stored in your SMAC file directory.
First Search for file Faction.txt which will give you some hints on how to do it, then search for actual faction files.
Just note they don't always resemble the faction name.
Cult for example has "fungboy.txt".
Useful links:
-- 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.
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But these files that can be edited are only things like diplomatic messages and faction advantages...you couldn't really fix the AI to make it smarter...
That's why I used to eliminate SE...everyone was on the same playing field, and no idiot would do fundalmentalist with power and have no tech AND no industry...gaians used to do that a lot, never figured out why...
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you couldn't really fix the AI to make it smarter...
CMN's word.
I once lost to a popbooming Drones on Monsoon.-- 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.
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cmn is someone you have whip up a map to make it a chalange to play on,for PBEMs.the fact the ai needs huge bonuses just further proves its stupidity however.if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
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I have to agree with this. I once allied with the Pirates to fight against the drones, but I never saw the Pirates attack -once-. There also seems to be a big bug in the AI concerning wars against other factions on another continent or just on another landmass with a body of water between them.
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the fact the ai needs huge bonuses just further proves its stupidity however.
If you want I can create an AI intelligent enough to popboom and build more bases not mil units and facilities.
Im sure it will not be easy to beat it.
The most obvious thing in AIs stupidity is it's preset stupid ideology. It is of course characteristic for Mim to take Fundy, but no human player would do it.
If you instead modify her BELIEVE.txt like:
Code:Politics, [b]Democratic, INDUSTRY[/b] Values, Knowledge, nil
You have a nice Demo/Planned/Wealth running Mim which will have a mineral row of 0.7 * 0.8 = round(5.6) = 6 and will popboom as soon as get to Eth Calc -> Creches.
You can also set her priorities to Build and Explore and he will have Eth Calc as about the 3rd - 5th tech.
It also means she will be more willing to build Creches as the "build" and "explore" values for Creche are high.
Voila!
What you got is Believers which will be really hard to beat if they land near Monsoon and quite competitive in a usual/normal start position.
They will also rarely trade tech with you as they're Believers.
Last time I tried such setup and put Mim on Monsoon she was popbooming before me (as Lal).
True, it was not like me - popboom in about 80% of bases, but the popboom went on through entire game.
Sometimes a newly founded base had to build Hab complex after some 10-12 turns.
And her 6-3-1s streaming like some hellish swarm were very hard to beat indeed. Only when I got to choppers I got an upper hand in combat.
And talking about choppers - If I had given her either AAA ability for free or ACs for free or both I had never had such sucess with choppers as well.
And if I gave her the ECM ability my rovers before MMI would be overhelmed.
And if you say those are huge bonuses, you've mistaken.
A normal human player uses 5-1-2 and 1-3+-2 in his attacks. And the "+" comes at no cost, so if I gave it Mim at no cost it would be practically the same.-- 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.
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Originally posted by binTravkin
But it does not need huge bonuses.
If you want I can create an AI intelligent enough to popboom and build more bases not mil units and facilities.
Im sure it will not be easy to beat it.
The most obvious thing in AIs stupidity is it's preset stupid ideology. It is of course characteristic for Mim to take Fundy, but no human player would do it.
If you instead modify her BELIEVE.txt like:
Code:Politics, [b]Democratic, INDUSTRY[/b] Values, Knowledge, nil
You have a nice Demo/Planned/Wealth running Mim which will have a mineral row of 0.7 * 0.8 = round(5.6) = 6 and will popboom as soon as get to Eth Calc -> Creches.
You can also set her priorities to Build and Explore and he will have Eth Calc as about the 3rd - 5th tech.
It also means she will be more willing to build Creches as the "build" and "explore" values for Creche are high.
Voila!
What you got is Believers which will be really hard to beat if they land near Monsoon and quite competitive in a usual/normal start position.
They will also rarely trade tech with you as they're Believers.
Last time I tried such setup and put Mim on Monsoon she was popbooming before me (as Lal).
True, it was not like me - popboom in about 80% of bases, but the popboom went on through entire game.
Sometimes a newly founded base had to build Hab complex after some 10-12 turns.
And her 6-3-1s streaming like some hellish swarm were very hard to beat indeed. Only when I got to choppers I got an upper hand in combat.
And talking about choppers - If I had given her either AAA ability for free or ACs for free or both I had never had such sucess with choppers as well.
And if I gave her the ECM ability my rovers before MMI would be overhelmed.
And if you say those are huge bonuses, you've mistaken.
A normal human player uses 5-1-2 and 1-3+-2 in his attacks. And the "+" comes at no cost, so if I gave it Mim at no cost it would be practically the same.
the SE changes you mentioned
build and explore
then miriam would be a challange?
and also, with a 100% combat + vs air units,and a 50%+ combat vs rovers,in addition to whatever ups+ miriram put on extra,thats not a very big advantage?
And if you say those are huge bonuses, you've mistaken.Last edited by Kataphraktoi; June 10, 2005, 19:43.if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
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