passerby
Arcane
- Joined
- Nov 16, 2016
- Messages
- 2,788
I was experimenting recently with alphax.txt to provide a challange in single player, by leveling a field between human and AI.
Buffing AI and nerfing ( but not removing ) the best winning strategies of human player - borderline exploits ( crawlers, forest, satellites, popbooming, copters, etc. )
I believe I can find cool nerfs, where all these things AI cannot into are still worthy tricks, but instead of being I win buttons, they're required to match AI buffs.
Unfortunately in my experiments I've stumbled upon a roadblock that can't be solved with alphax.txt mod:
- Even if I encourage AI to research centauri ecology and build formers early, AI wont build formers later, nor replace destroyed ones.
- AI will keep building military units until support eat all production and it can't build anything anymore.
These two issues basically grinds AI bases development to a halt by the midgame.
If you survive an early game, you won the game, it's only a matter of time and your efficiency from that point.
Proposed solution procedure:
If a function that decides base production, choose a military unit to build than make a check:
x = 0,6 + 0,1 * ai-fight + 0,2 if at war
if ( base support cost > x * base production )
{
if ( number of formers <= ( base size/5 + 1 ) && number of formers < 3 ) build former;
else if ( base colony pods < 1 ) build colony pod;
// requires testing, maybe condition or alphax.txt variable to disable it, but often factions refuse to spread past initial few bases
else build anything else that doesn't increase support ( base facility, probe, crawler etc.)
// put a conditional checks into the original function to assure it has zero chance of choosing a military unit and rerun the function to achieve this effect
}
else build a military unit choosen by the original function;
I believe this modification would assure that AI will continue to spread, terraform, and build base facilities to the end of the game at good pace.
I'll paypal 100$ kyrub , or anyone else with assembler skills up to task of implementing it on top of the latest Ytzi patch.
You can now mod Ytzi patch to play pure SMAC in SMAX engine, which I do.
I need Ytzi patch for buffs/debuffs mentioned in the beginning and I enjoy bugfixes.
If someone thinks he could do it but 100$ is too little, please tell, maybe someone else will declare to join my initiative with their money.
Buffing AI and nerfing ( but not removing ) the best winning strategies of human player - borderline exploits ( crawlers, forest, satellites, popbooming, copters, etc. )
I believe I can find cool nerfs, where all these things AI cannot into are still worthy tricks, but instead of being I win buttons, they're required to match AI buffs.
Unfortunately in my experiments I've stumbled upon a roadblock that can't be solved with alphax.txt mod:
- Even if I encourage AI to research centauri ecology and build formers early, AI wont build formers later, nor replace destroyed ones.
- AI will keep building military units until support eat all production and it can't build anything anymore.
These two issues basically grinds AI bases development to a halt by the midgame.
If you survive an early game, you won the game, it's only a matter of time and your efficiency from that point.
Proposed solution procedure:
If a function that decides base production, choose a military unit to build than make a check:
x = 0,6 + 0,1 * ai-fight + 0,2 if at war
if ( base support cost > x * base production )
{
if ( number of formers <= ( base size/5 + 1 ) && number of formers < 3 ) build former;
else if ( base colony pods < 1 ) build colony pod;
// requires testing, maybe condition or alphax.txt variable to disable it, but often factions refuse to spread past initial few bases
else build anything else that doesn't increase support ( base facility, probe, crawler etc.)
// put a conditional checks into the original function to assure it has zero chance of choosing a military unit and rerun the function to achieve this effect
}
else build a military unit choosen by the original function;
I believe this modification would assure that AI will continue to spread, terraform, and build base facilities to the end of the game at good pace.
I'll paypal 100$ kyrub , or anyone else with assembler skills up to task of implementing it on top of the latest Ytzi patch.
You can now mod Ytzi patch to play pure SMAC in SMAX engine, which I do.
I need Ytzi patch for buffs/debuffs mentioned in the beginning and I enjoy bugfixes.
If someone thinks he could do it but 100$ is too little, please tell, maybe someone else will declare to join my initiative with their money.