As this is the last AI that still worked with P.U.R.E., it's rather disappointing that it's failing now. I guess it's time to switch to C.R.A.I.G. whether Tobi's done with his rewrite or not.
* Aircraft carriers end up with too high of a priority and stockpile quite a lot of missiles even when no nukes have been used. I don't know if there is any check at the moment for a unit being destroyed by a nuke launcher. I believe some sort of ramping formula for anti-nuke priority would make more sense. I've seen a lot of RAI navies and ports destroyed when they had built 5 carriers each trying to stockpile 10 missiles... but had only built one or two battleships.
.. sometimes units like this are built simply for the sake of energy production, other times as air-pads,.. and also as anti-nukes... I'd have to look at the log file to know for sure which lists it was assigned to. Normally there would only be 1 or 2 anti-nukes, but you're right I should probably have it consider the total anti-nukes built & being built.
Code:
Anti-Missile Build-List: Protector(1) Hedgehog(disabled) Scarab(disabled) Fortitude(1) . . . Air Base Build-List: Air Repair Pad(1) Colossus(1) Air Repair Pad(1) Hive(1)
Yeah I should have looked earlier. It ends up in Air Base.
Observation about this AI - it seems to send it's commander towards the front-line early game with an aim of expanding its base. Problem is, it walks into my front line and then doesn't even try to back down / run away. (using the version that comes with spring - I'm guessing it's this one given the dates)
yeah.. its a bug that is fixed in current ev version.. quite annoying, i know, coted me more then two days to find it. i am sorry but you have to wait for next release.. i hope it will come soon.
I really like your AI for three things - first being wide range of compatibility with many mods, second - always utilising land, sea and air units, even if poorly at times, third - being least resource heavy out of the other decent AI's.
I've got few suggestions for you for next release:
- make the AI more aggressive, as quite often it won't attack me even if that meant dealing to me heavy loses and giving the AI an upper hand - it needs to do very early harassment with bombers and gunships, followed by hovercraft on the sea and fast wehicles/kbots on the land
- learn the AI to make an aircraft army composition that makes sense - as of late on supreme battlefield they keep making ONLY those funny torpedo bombers and never build any other unit, funnily enough, I never intended to go by sea! (I've vanquished them solely by air + land + stationary artillery + nukes/high tech weapons)
- learn the AI to actually USE nukes as well as other experimental weapons such as orbital laser or nuclear cannon from NOTA, not to mention building and using even typical Big Berthas
- give AI very high priority of anti-air defense and anti-air interceptors early in the game, then learn it to decide what's best for it's defensive structures depending on player's strategy? (e.g. it's pointless to build too many AA turrets when the player sends in heavy tanks, but in case player deploys a more though-out strategy there are already too many turrets to hurt the AI by air without massive forces)
- learn the AI to make an army composition countering player's troops? (e.g. bombers and gunships with navy support in land-sea maps versus player focusing on land armies, fast rush of air units and fast, manoeuvrable forces versus a teching player, teching and focusing on advanced troops and fortifications versus swarm player, but NOT giving away ground due to emergency Air forces?)
I have bolded out parts which are critical for improvement, nevertheless your focus should be deploying good fortifications for the AI based on needs and using high tech buildings such as Bertas, nukes etc.
Finally, I have some questions:
- what's the current state of the development of the AI? Are you alone in this or someone helps you full- or half-time? - when do you play to release next version and what will it hopefully include? (when do you plan =/= when you will) Will there by any mod-specific touches?
My main focus since the last release had been overhauling the economy and expansion. My second, more intelligent military behavior.
Economy Well.. to give the short explanation this will resolve a number of the issues that you mentions. The AI will have more units to throw around and become more aggressive, build higher tech weapons and nukes sooner. The current RAI tends to waste resources on extra factories, use 5 workers to build 5 building of the same type, leave factories to slowly construct inexpensive units by themselves.. those types of issues are being addressed.
Expansion I mentioned this a page or 2 ago in less detail, the current system is a mess. Expand too much and constructors get killed off and wasted, expand too little and it will loss in a sheer competition of resources. Right now its deliberately limiting its expansion speed to try to fit that balance. I intend on lifting that limit entirely for resources with little threat and completely preventing expansion to resources of a high threat. It just currently doesn't have a system for determining this.
Military Most of my recent work in this area has been basic logic. A group member is being attacked, the whole group will fight or flee. A structure is being attacked, defend it or abandon it. An enemy is spotted, attack it if its weak or defenseless. The army is retreating, one group met little or no resistance, it will continue its attack.
Achilla wrote:
- give AI very high priority of anti-air defense and anti-air interceptors early in the game, then learn it to decide what's best for it's defensive structures depending on player's strategy? (e.g. it's pointless to build too many AA turrets when the player sends in heavy tanks, but in case player deploys a more though-out strategy there are already too many turrets to hurt the AI by air without massive forces) - learn the AI to make an army composition countering player's troops? (e.g. bombers and gunships with navy support in land-sea maps versus player focusing on land armies, fast rush of air units and fast, manoeuvrable forces versus a teching player, teching and focusing on advanced troops and fortifications versus swarm player, but NOT giving away ground due to emergency Air forces?)
This is beyond my current developments plans at the moment. Just an FYI, the current system tries to build a balanced number of units capable of fighting against all unit types based on how much of the map is water.
Achilla wrote:
- what's the current state of the development of the AI? Are you alone in this or someone helps you full- or half-time?
Just me. Although, hoijui deserves full credit for maintaining RAI with the current version of spring.
Achilla wrote:
- when do you play to release next version and what will it hopefully include? (when do you plan =/= when you will) Will there by any mod-specific touches?
Probably not soon, I might be the only programmer here stupid enough to waste my time trying to get git to work in vista - next time i'll try with ubuntu, I recently set my computer back up as a dual boot... after that hard-drive failure... and partition recovery... and reinstalling vista... then using my dying unbootable barely mountable hard-drive to restore some of the files that the vista installer accidentally misplaced... uh, it might be another month before I feel like doing something that requires thinking...
Rets, just join the dev channel in the lobby, or come to #ai. there are many ppl there, all using git, and i am sure some of them use vista, and most likely one or two of them had the same problems like you. you dont have to stay there forever, just till your problem is solved :D really.. they generally like to help, and we have some git experts.. no need to get frustrated about it, trying to learn it all by yourself.
This patch fixes water support absence. Still there is a bug when AI sometimes tries to build Vehicle Plant after building the first chunk of mexes & tidal generators.
Observation about this AI - it seems to send it's commander towards the front-line early game with an aim of expanding its base. Problem is, it walks into my front line and then doesn't even try to back down / run away.
Well i am wondering about this too? because on Commander Ends you could beat easily a army of RAI's
never play AIs with commander-ends. none of the AIs we have supports it.. or say.. they are all way too easy to beat there, cause they do not take special care for the commander.
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