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Improving the AI: Part I: The Worldbuilder section of alphax.txt

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  • #16
    Smacksim,

    Thanks for your work in fiddling with these variables - I've often thought the random worldgenerator was less than stellar. And editing this stuff is certainly beyond the comprehension of someone like me (and even looking through it brings back painful memories of tedious times) so extra kudos.
    That said, are you only testing on huge maps? I usually play on standard sized (with average everything), and your first set of values (from your second post) works MUCH better for me than your more recent one. The second one seems to give me MORE small islands, awful starting spots and "fractal" coastlines, as well as a HUGE area of deep ocean nothingness.
    The first one, on the other hand, works great. Good, medium sized continents with few to no small islands (maybe even too few). The maps sometimes look a bit odd and artificial in the minimap, but who cares? Played a couple of games on it and it was great - think I'm going to keep it.

    Keep up the great work

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    • #17
      AFAIK he tested it on wide variety of maps:
      Have you tested small or normal maps with these settings?
      Answer was positive.

      Anyways, SmackSim is long gone from actively dedicating to the SMACX community, so he might not answer your questions.
      -- 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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      • #18
        Nice work Smacsim, I look forward to playing under these maps and reading your future sections.

        One coment on Deep Water. I have come up with a way to prevent aquatic bases untill late (or if its your preference never). Make the colony pod a Disabled ability. Then create Prototypes of the various Colony Pod units, Infantry, Speeder, Foil ect ect. Link these to any particular Technology you like (except basic Pods make these require "None"). The player and the AI's can now only build the types of Colony Pods you want and at the times you desire. I restrict Sea Pods to NanoMetalurgy keeping them in the late game.

        Considering this It might not be nessary to create such shallow seas, I kind of like the Dark Oceans they look nicer.
        Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

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