AAI configuration question

AAI configuration question

Here is where ideas can be collected for the skirmish AI in development

Moderators: hoijui, Moderators

Post Reply
DoW
Posts: 18
Joined: 04 Jun 2006, 23:33

AAI configuration question

Post by DoW »

New to this board, so hopefully someone will be kind and answer my question (or tell me I'm stupid).

Can anyone suggest changes that can be made to the AAI configuration files to make the AI more difficult, etc. Cheating is okay, etc (though I don't think this can be done in the config files). Basically, my friends and I are looking for more challenging AIs to deal with (and we like AAI because its stable).
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

The config files for AAI are not difficulty adjusters. They are much closer to a sort of mod calibration than anything else. Although AAI will give you a better fight if you adjust the config files correctly, and let it "learn" the effectiveness of the different units, there isn't too much that you can do to make it better (otherwise Submarine would already have implemented it, I'm sure). Sorry to let you down.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Re: AAI configuration question

Post by IMSabbel »

DoW wrote:New to this board, so hopefully someone will be kind and answer my question (or tell me I'm stupid).

Can anyone suggest changes that can be made to the AAI configuration files to make the AI more difficult, etc. Cheating is okay, etc (though I don't think this can be done in the config files). Basically, my friends and I are looking for more challenging AIs to deal with (and we like AAI because its stable).
Well, a easy way would be just giving the ai an handicap.
The ui goes only up to 100, but by editing the startfile the gui produces, you can easily jack it up to 1000 or so and enable bloodthirsty ai like mass production...
DoW
Posts: 18
Joined: 04 Jun 2006, 23:33

Post by DoW »

Interesting, how would recommend editing the start file, and for that matter, what is the start file?
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

I haven't actually touched the handicap in spring...what exactly does it do? Is it resource bonuses or something?
DoW
Posts: 18
Joined: 04 Jun 2006, 23:33

Post by DoW »

Handcap of X = 100 +x% to res generation, so a handicap of 100 would give overall 2x res generation. I think
User avatar
unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

DoW wrote:Handcap of X = 100 +x% to res generation, so a handicap of 100 would give overall 2x res generation. I think
it's only metal not energy. metal makers aren't affected either. no idea about reclaiming wrecks and stuff.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Buildspeeds and weapon effectiveness is affected I was playing
NTai XE8.1 on 500 handicap and my commander and tis commander met up so we both tried to reclaim eachother but XE8.1's commander did so at around 4x faster than ym commander and thus I retreated and XE8.1 chased me and eventually got the commander, then cloaked and ran off somewhere
User avatar
unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

AF wrote:Buildspeeds and weapon effectiveness is affected I was playing
NTai XE8.1 on 500 handicap and my commander and tis commander met up so we both tried to reclaim eachother but XE8.1's commander did so at around 4x faster than ym commander and thus I retreated and XE8.1 chased me and eventually got the commander, then cloaked and ran off somewhere
metal and workertime then?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

weapon damage dealt and recieved too
Post Reply

Return to “AI”