KAI v0.11
Moderators: hoijui, Moderators
Nice AI. I really like being forced to protect all angles of attack against an AI, instead of being able to build a big porc at the location where the AI attacks and leaving everywhere else undefended.
I could beat it comfortably at AA. But then I played EE and could not beat it in 3 or 4 games, and eventually resorted to giving myself a large handicap. I had then experimented with all the various tanks and stuff for nearly 2 hours before it finally crashed.
With this AI's solid universal mod support, it would be nice to be able to give the AI an 'easy' mode somehow. I wouldn't mind learning some other mods, but the disincentive is the steep learning curve against humans, and the difficulty of finding games with other mods.
Although I could beat it giving myself a handicap, this isn't a great way to learn a mod, as my sense of how to manage the economy is twisted by all the extra metal.
Maybe this should be a request to dev's to allow the assigning of negative handicaps as well as positive handicaps. That way I could simply assign a -30 handicap to the AI and learn to play my economy properly.
And I tried it with the AA action mod, and I was amused/impressed because it built solar collectors on the metal spots. Amused because it was silly, and impressed because I assume it had some fuzzy logic that recognized solars as the closest thing to a resource in that mod (or was it only because solars are the first item in the build list?)
I could beat it comfortably at AA. But then I played EE and could not beat it in 3 or 4 games, and eventually resorted to giving myself a large handicap. I had then experimented with all the various tanks and stuff for nearly 2 hours before it finally crashed.
With this AI's solid universal mod support, it would be nice to be able to give the AI an 'easy' mode somehow. I wouldn't mind learning some other mods, but the disincentive is the steep learning curve against humans, and the difficulty of finding games with other mods.
Although I could beat it giving myself a handicap, this isn't a great way to learn a mod, as my sense of how to manage the economy is twisted by all the extra metal.
Maybe this should be a request to dev's to allow the assigning of negative handicaps as well as positive handicaps. That way I could simply assign a -30 handicap to the AI and learn to play my economy properly.
And I tried it with the AA action mod, and I was amused/impressed because it built solar collectors on the metal spots. Amused because it was silly, and impressed because I assume it had some fuzzy logic that recognized solars as the closest thing to a resource in that mod (or was it only because solars are the first item in the build list?)
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
did it build them bang on the spots? if so then that's not really on the spot as the metal finding algorithm always 'finds' the spot to be up and to the left of the centre of the spot. you sure it wasn't just neglecting mexxes for the time being as it had plenty of metal?jellyman wrote:
And I tried it with the AA action mod, and I was amused/impressed because it built solar collectors on the metal spots.
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
sorry, didn't realise there weren't extractorsjellyman wrote:The Action mod has no metal extractors or any way to build metal other than the com which produces 25 income. I can't remember exactly whether the solars were perfectly centered, or to the top and left, but there was basically one being built for each metal spot.
*smacks hand on head*
When KAI tries to make metal extractors it will fail if the builder cant make any extractors. If this happens KAI makes the first item in that builders build list.jellyman wrote:The Action mod has no metal extractors or any way to build metal other than the com which produces 25 income. I can't remember exactly whether the solars were perfectly centered, or to the top and left, but there was basically one being built for each metal spot.
Ill do what i deem appropriate in order to obtain the best performance both gameplay and CPU wise...AF wrote:Hopefully, KAI will not specifically counter in water, but rather do what NTai did and have water support by consequence not intent. Such a flexible build system is a must if it's to support the full spectrum of mods such as nanoblobz.
Havent tried but id guess non-existant due to the poor mod support atm.btw whats KAI's eprformance on FF1.17?
Spring crashes once KAI built a shipyard so it's hard to tell. The only mod that it runs good on is XTA.
By the way will you tweak the fleeing behaviour of units in the future? Watched a 2on2 setup (all KAI) and they built tons of units but barely dared to attack until the chokepoints were blocked. And it desperately needs some AA units or buildings here and there, atm it's not building any.
By the way will you tweak the fleeing behaviour of units in the future? Watched a 2on2 setup (all KAI) and they built tons of units but barely dared to attack until the chokepoints were blocked. And it desperately needs some AA units or buildings here and there, atm it's not building any.