Author Topic: SMACX Thinker Mod  (Read 49241 times)

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Offline Nevill

Re: SMACX Thinker Mod
« Reply #600 on: July 05, 2020, 10:00:40 PM »
I don't suppose this can be fixed in the diplomacy logic by putting a check on that? They do have a line where they say they don't have enough credits to spare.

This can be observed most often with Pact partners, although that may be because they are most inclined to trade.

Anyway, I wonder if this should go to WTP thread or here, since I am playing WTP but the AI behavior is taken from your mod, I believe?

AIs build an army and they sit on it without doing anything. Tayta can probably tell you best since he is the one that got affected most, but I've observed this situation as Pact Brother to both his PeaceKeepers and Spartans who waged war on him. Santiago had a lot of units which could wipe him three times over, but was content to send only occasional artillery to harass his terraforming. It got to the point where he became complacent and very surprised when she finally decided to invade... three decades later. I am not sure what changed... Tayta didn't have military either way.

Do you need the saves?

Another instance of questionable decisions by AI is having extremely weak units on defense duty. Zakharov is sitting in the jungles on powerhorse bases that produce up to 20 minerals with the help of crawlers (and those are WTP minerals and crawlers, so his bases are one of the best equipped in the game), yet all of his wealth is defended by single 1-2+-1 ECM troopers. He can build better ones, and he has the money to upgrade them... he just doesn't.

It is consistent with vanilla behavior, but it still irks me. A faction can be a tech and production leader, and even have the best military in the game on paper, but still crumple to dust in a matter of couple turns because all of that military is... elsewhere.

It is possible for AI to cripple its minerals supply by producing too many units, and it is something I see Believers currently doing, so I wonder if there can be a middle ground.

Offline Induktio

Re: SMACX Thinker Mod
« Reply #601 on: July 08, 2020, 02:02:19 PM »
> Santiago had a lot of units which could wipe him three times over, but was content to send only occasional artillery to harass his terraforming.

I think it would help looking at the saves here. It's like you're saying the behaviour in this case was not quite normal from the AIs. But I haven't decided anything about the next release.

Probably the most complex part of AI programming here is the unit movement, particularly in combat. There's just so many different strategies to consider each turn for each unit. Vanilla AI uses Goal structs to keep track of various AI objectives. These have been reversed and that's important because they would probably have to be integrated in any improvement for the combat movement AI.

If I were to rewrite this part, maybe the first thing to consider would be the allocation of units to offense/defense duty. AI could maybe rank bases on how threatened they are and assign more units to vulnerable border bases. Then the other part would be to come up with a better way of selecting priority attack targets, so that the other units don't just "sit" in the bases.

> Zakharov is sitting in the jungles on powerhorse bases that produce up to 20 minerals with the help of crawlers (and those are WTP minerals and crawlers, so his bases are one of the best equipped in the game)

Now this is something that very well could be affected by the WTP mod. It does change a lot of cost variables not to mention the AI code, so I'm not going to comment here unless this also happens in vanilla Thinker. If you come up with some kind of an improvement there, it could be merged in a pull request of course. Keep in mind upgrading units is not currently implemented for the AIs. Now that could be possible, but there's potential problems if the units in the field get upgraded mid-turn to something much more advanced, players would consider that strange.

Offline EmpathCrawler

Re: SMACX Thinker Mod
« Reply #602 on: July 12, 2020, 02:04:30 AM »
Does the AI know how to disband units?

Offline Induktio

Re: SMACX Thinker Mod
« Reply #603 on: July 12, 2020, 11:12:59 PM »
> Does the AI know how to disband units?

I don't think it ever does that other than forced disband due to mineral shortfall.

Offline temporicide

Re: SMACX Thinker Mod
« Reply #604 on: July 25, 2020, 02:30:13 AM »
Hello!

I am new here, registered to report what seems to be a bug. I accidentally found out that AI factions have formers (perhaps other units as well?) that require no support because they have other factions' cities set as their home bases. I know this is supposed to be an old issue, but I think it only happened when the player set home base for a unit to be a base of a pact brother/sister. I only have the Thinker and the GUI mods installed and the GOG version of SMAX. I checked some of my old saves (no mods) and found no evidence of this bug.

Also, I would like to ask for advice regarding customized map generation. I like to play with 30-50% ocean and my problem is, I am tired with playing weak erosion maps and having to terraform-level all those rocks. If I change erosion to strong I get only about 30% land instead of the promised 50-70%. Is there a way to change that, perhaps by editing the alphax.txt?

Thank you for the mod!  :)

Offline dino

Re: SMACX Thinker Mod
« Reply #605 on: July 25, 2020, 06:31:59 AM »
Not only they are support free, but also despite not showing on the support list, they take away free support, or minerals, from the pact base, very annoying if it happens to you during early game.

This bug was fixed in Ytzii's patch, I remember since I've reported it to him, unfortunately Ytzii is not around to give easy pointers.
« Last Edit: July 25, 2020, 06:54:47 AM by dino »

Re: SMACX Thinker Mod
« Reply #606 on: July 25, 2020, 01:53:39 PM »
I have corrected the reassignment condition in WTP.
Originally it reassigned to bases with mineral_surplus < 2. WTP patch reverses the condition so units are assigned to bases with enough minerals.

Other than than I didn't bother. This involves formers only and exclude human factions from reassignment. So no harm to human player.
Tim

Offline Induktio

Re: SMACX Thinker Mod
« Reply #607 on: July 25, 2020, 02:47:08 PM »
> I have corrected the reassignment condition in WTP.

So how did you correct, e.g. which commits deal with that issue? Do you think you can create a pull request out of those changes?

> If I change erosion to strong I get only about 30% land instead of the promised 50-70%. Is there a way to change that, perhaps by editing the alphax.txt?

When erosion is set to highest amount (least hilly), the amount of land is vastly reduced. This is a feature of the default terrain generation algorithm, and while I attempted to do some mitigations on it, this behaviour cannot be eliminated by alphax.txt editing alone.

Now it would be pretty interesting to rewrite the whole terrain generation process but it's not that fun trying to integrate that code into the game binary without glitches. Procedural content generation with fractal noise could achieve some impressive results in theory. Maybe a simpler way to mod it would be to influence how the terrain height is determined. Currently this project is on a kind of a hiatus but we'll see later when I'll get back to it.
« Last Edit: July 25, 2020, 03:09:38 PM by Induktio »

Re: SMACX Thinker Mod
« Reply #608 on: July 25, 2020, 03:34:37 PM »
> I have corrected the reassignment condition in WTP.

So how did you correct, e.g. which commits deal with that issue? Do you think you can create a pull request out of those changes?

de0d4e807759830e8967c81b6af16a337ef9f304

How do I create PR to another repo?

Keep in mind that I didn't disable functionality completely. Just corrected the condition that seemed like an error. The functionality itself may help AI with support so I left it there.
Tim

Offline EmpathCrawler

Re: SMACX Thinker Mod
« Reply #609 on: July 25, 2020, 06:30:09 PM »

Also, I would like to ask for advice regarding customized map generation. I like to play with 30-50% ocean and my problem is, I am tired with playing weak erosion maps and having to terraform-level all those rocks. If I change erosion to strong I get only about 30% land instead of the promised 50-70%. Is there a way to change that, perhaps by editing the alphax.txt?

Thank you for the mod!  :)


Rather than go mad trying to figure out the world builder settings, I would just change the level terrain job to take 1 turn and play on the settings that work for you.

Offline temporicide

Re: SMACX Thinker Mod
« Reply #610 on: July 26, 2020, 07:43:19 PM »
Currently this project is on a kind of a hiatus but we'll see later when I'll get back to it.
Cool!

Rather than go mad trying to figure out the world builder settings, I would just change the level terrain job to take 1 turn and play on the settings that work for you.
Yes, that would solve that particular problem. But there are other problems with mountainous maps. They usually consist of large areas of rainy tiles  and large areas of arid ones. Flat terrain is more even.

Offline EmpathCrawler

Re: SMACX Thinker Mod
« Reply #611 on: July 27, 2020, 02:51:59 AM »
Yes, that would solve that particular problem. But there are other problems with mountainous maps. They usually consist of large areas of rainy tiles  and large areas of arid ones. Flat terrain is more even.


Lower the hill and peak values in alphax until you're satisfied.

Re: SMACX Thinker Mod
« Reply #612 on: July 27, 2020, 06:49:12 AM »
I think there is a bug with free formers. Progenitors and Planet Cult don't get them.
Tim

Offline temporicide

Re: SMACX Thinker Mod
« Reply #613 on: July 28, 2020, 07:51:00 PM »
Lower the hill and peak values in alphax until you're satisfied.

Yes, that worked. Thank you.

Offline MercantileInterest

Re: SMACX Thinker Mod
« Reply #614 on: July 29, 2020, 06:09:53 PM »
May be good to bring this up here as well:

When playing multiplayer some time ago (before your mod), my group noticed that transports and isles of the deep have a very high chance of fishing alien artifacts out of sea pods. Irritating little bug.

 

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