Based on the SMAC related activity on RPGcodex forums, I decided to port the AI patch to SMAX myself.Looking forward to it kyrub! I was actually going to ask for your databases and attempt it myself but I would probably take forever. I was mostly interested in the changes for morgan and university expansion rate because they're really weak factions in SMAX, tracking down the individual change in your patch was too much of a nightmare though.
I use the 3.4 version of Yitzi's patch as the basis. I'll include a diff file with all changes and a slightly more detailed description of changes.
I hope the work will be done soon.
They build too many defensive land units
They actually built an aquafarm when surrounded by kelp
In my game they did not produce sea formers until 2200 which puts them at a disadvantage (probable research requirements keeping them down).
If it chose better base locations it would be many times stronger however.
AAA units seem a critical necessity for the pirates in particular
The colony pods finally manage to make landfall! .. and now is expanding on land, something that probably should have happened in 2100.
3) I am trying to implement (very very raw) triple AI strategical approach, as per the classic manual: Build, Momentum, mixed, based on the already present "AI_aggressivity" code in alphax.txt. Can you agree with one of these variants: "The AI in original SMACX is known to build generally such amount of buildings that it is probably closest to a (Build / Mixed / Momentum) game of a human player."
Thanks for any help or opinion.
3) I am trying to implement (very very raw) triple AI strategical approach, as per the classic manual: Build, Momentum, mixed, based on the already present "AI_aggressivity" code in alphax.txt. Can you agree with one of these variants: "The AI in original SMACX is known to build generally such amount of buildings that it is probably closest to a (Build / Mixed / Momentum) game of a human player."
Thanks for any help or opinion.
Unsure about original, but SMAX AI generally builds too few buildings, maybe as much as a hard momentum player would *during a rush*, but rather than building rovers and probes it spends all its supply on defensive units and transports. Even an aggressive player needs to consolidate their position and build infrastructure, and they don't seem to do that. I think this is critical; the AI needs to play as a builder some of the time even with an aggressive personality or they'll fall behind on tech and infrastructure and lose to mid-lategame exponential growth every time, even if they got a good start and stole a bunch of bases.
Early bases want to be supporting 1-2 formers, one defensive/police unit, and maybe one scout. If a base is spending more than 2-4 minerals a turn on support outside an urgent conflict, something's going wrong. If there's a nearby active war, pumping rovers is fine for a while, but otherwise buildings and terraforming should be prioritized.
Getting enough CPs to found a decent empire is also vital, yes. As is teching, though that's not a build choice (other than indirectly via NNs and the like).