AI Improvement Mod (1.05 Extended Release)

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

Moderators: Icemania, elliotg

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Tanaka
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RE: AI Improvement Mod (1.01 Release)

Post by Tanaka »

ORIGINAL: sayke

Icemania, this is bloody fantastic! Thank you =)

One question, though: Because my computer chokes on the massive space battles and fighter swarms in this mod, I would like to reduce the size of all fleets generally. Is increasing military maintenance cost for all governments, or all races, the best way to do this in your view? Thanks again!

Another great way to do this is to set all to start on harsh planets and rare colonies and independents. Fleets will definitely be reduced for all! Individual ships become a lot more important! Its definitely a challenge!
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Tanaka
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RE: AI Improvement Mod (1.01 Release)

Post by Tanaka »

ORIGINAL: johanwanderer

ORIGINAL: AKicebear

Playing as Boskara and appear to lack an automated Troop Transport design (build-able or otherwise) - is this intentional?

It happens from time to time, in the vanilla game as well, when some condition wasn't met for the design to be created. Just create a new design and set it to automatic. Then the game will figure it out for you.

I wonder when this happens if it is not in the designs if the AI is not able to build it?
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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

ORIGINAL: Tanaka
Hey Ice could you request the devs fix this like they fixed the capitals not being built?
Added to the wishlist in the OP
ORIGINAL: Tanaka
A bit confused about the ship size changes you say you increased size 230 to 300 but I looked and see that escorts are still 230?
Ship sizes are unchanged (except Resupply Ships). What has changed slightly is the Technology Tree. Where previously a technology would give you access to Size 230 it now gives access to Size 300. This eliminates the remaining shrinkage issues as far as I can see.

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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

ORIGINAL: Tanaka
ORIGINAL: johanwanderer
ORIGINAL: AKicebear

Playing as Boskara and appear to lack an automated Troop Transport design (build-able or otherwise) - is this intentional?

It happens from time to time, in the vanilla game as well, when some condition wasn't met for the design to be created. Just create a new design and set it to automatic. Then the game will figure it out for you.

I wonder when this happens if it is not in the designs if the AI is not able to build it?
The conditions include transport systems and being buildable at the current construction size so it looks fine for the AI in 1.02.
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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

Increased docking bays on Gas Mining Stations. I must have been asleep at the wheel on that one!
spiralaxis
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RE: AI Improvement Mod (1.01 Release)

Post by spiralaxis »

I just did that in my own game (to 12).
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Tanaka
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RE: AI Improvement Mod (1.01 Release)

Post by Tanaka »

ORIGINAL: Icemania

Increased docking bays on Gas Mining Stations. I must have been asleep at the wheel on that one!

Did you update the beta?

Also something else that would be great to ask the devs to implement to help the AI is to have construction ships priority on auto to be caslon mines first and foremost. Ive noticed whenever you have your construction ships on auto fuel is a huge problem. Economies come to a grinding halt.
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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

No the Beta was already released, the docking bay change to Gas Mining Stations will be in the release version.
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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

ORIGINAL: Icemania
I need help with observations in-game.

Capital Ship Tractor Beams work great but please have a close look at Spaceports.

(1) There are more Tractor Beams on Spaceports than Vanilla but are there enough?

(2) Are Tractor Beams powerful enough or do I need to buff them?

(3) Do you find the Spaceports use their Tractor Beams on multiple targets or do they focus on one?

If (1) or (2) this is easy to change for 1.02 release. If (3) we will need more help from Erik and Elliot.
Any community feedback?
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Blackstork
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RE: AI Improvement Mod (1.01 Release)

Post by Blackstork »

When you plan to release final one? This is important since if it will be on this week i might postpone my release, and then integrate your final version into Beyond. There alot of work in integration process, but i prefer integrate it immidieately because of so important and anticipated changes it brings.
Alien Immersion (WIP) : tm.asp?m=3651979
Beyond Extended Universe (WIP): tm.asp?m=3657646
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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

As mentioned earlier, I'll give it a week, so by the end of the weekend coming up. I'd like feedback on Tractor Beams first though.
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lurchi
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RE: AI Improvement Mod (1.01 Release)

Post by lurchi »

I just wanted to mention that Research Reloaded delivers more powerful tractor beams, also ones with longer range. [;)]
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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

ORIGINAL: lurchi
I just wanted to mention that Research Reloaded delivers more powerful tractor beams, also ones with longer range. [;)]
Cool. Did you modify the initial Tractor Beam technology or does that come as you follow down the research tree?

Cmiller
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RE: AI Improvement Mod (1.01 Release)

Post by Cmiller »

Icemania, when you fully release your mod for Haree's extended mod, will you still keep the vanilla version available too?
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lurchi
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RE: AI Improvement Mod (1.01 Release)

Post by lurchi »

ORIGINAL: Icemania
ORIGINAL: lurchi
I just wanted to mention that Research Reloaded delivers more powerful tractor beams, also ones with longer range. [;)]
Cool. Did you modify the initial Tractor Beam technology or does that come as you follow down the research tree?

Those are new components you have to research after the initial one.
spiralaxis
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RE: AI Improvement Mod (1.01 Release)

Post by spiralaxis »

So, back to Energy Collectors. Contrary to what it says in the file intro it does not appear that the system is adding energy collectors. There's definitely room for them on all the stations -- it's just not doing it. I'll crosspost it to bug reports.

Code: Select all

'Distant Worlds Design Template - 1.9.0.0
 
 'Specify amounts of each component type below. The amount should be a whole number greater than or equal to zero, and should be placed immediately after the semi-colon.
 'Note that it is not necessary to specify Command Center, Life Support or Hab Module components. A sufficient number of each of these components will automatically be added to all designs.
 'Also note that while Reactors and Energy Collectors can be specified here, an adequate amount of these components will always be added to meet the energy needs of the design.
 'Also, for ships you do not need to specify a HyperDrive - a single hyperdrive will always automatically be added to ship design templates.
 
 'Gas Mining Station ship type
 
 *snip*
 EnergyCollector				;1
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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

spiralaxis this is fixed in the 1.9.5.8 Beta. I reported this as a bug in Tech Support a while back (I notice you mentioned 1.9.5.6 in the Tech Support Forum). Give it a try!
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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

More improvements are needed after testing Tractor Beams on Spaceports, if anything they helped the invaders!

Distant Worlds v1.9.5.8 Public Beta Update Available!
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Tanaka
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RE: AI Improvement Mod (1.01 Release)

Post by Tanaka »

Saw this in Lurchi's mod thread and thought it would be a great idea for your mod as well since the AI really struggles with Pre-Warp games!
ORIGINAL: NephilimNexus

Suggestion for improving the pre-warp stage:

#1) Drop the Warp Bubble speed from 2000 down to 500 and make it an even bigger energy hog.

#2) Place a new type of warp engine between the Warp Bubble and the Gerax Hyperdrive, with the old Warp Bubble stats and research cost.

#3) Make the research cost on the new Warp Bubble really cheap, so it can be learned in a year or less.

What this does:

It let's players get entry level warp tech faster than before, but does so in a way that still almost completely restricts them to their home system. Thus it extends the pre-warp tier while making it more interesting, as ships will now have enough speed to build mining bases in your home system, even if they lack the fuel to go beyond it.

See, the drag of the pre-warp phase is two things: Waiting forever for the basic Warp Bubble (which is way overpriced in vanilla), and the tedious drag of trying to get your initial mining bases built with ships that can barely do a speed of 20. This solves both of those problems, as it makes the first step of warp cheap & quick to access, which in turn lets you get into building up your home system faster. It is balanced by the severely limited range that probably won't get you to even the next system over unless you overload your ships with fuel tanks, which in turn makes them useless anyway.

The regular Warp Bubble isn't removed per se, it's name gets changed & it stats instead are simply moved up a notch so players still do have to learn it. This extends the research timeline a little, but that's okay because now people won't get bored with it.
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Icemania
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RE: AI Improvement Mod (1.01 Release)

Post by Icemania »

ORIGINAL: Tanaka
Saw this in Lurchi's mod thread and thought it would be a great idea for your mod as well since the AI really struggles with Pre-Warp games!
Rather than duplicate effort I'll leave this to lurchi as we'd still like to integrate a mega-mod along with Blackstork.

Note that over the next month I'll be very short on modding time but lurchi and blackstork will need some time to integrate in any case.
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