Another approach is to take it slowly - one modification at a time. Like the one I did in my previous versions:1) AI doesn't protect its bases enough. By which I mean a secret project base in the 2200s can be defended by a lone Synthmetal garrison. During a vendetta. On an exposed frontier base.
# Version 94
* AI tries to kill spore launcher near their bases.
It seems like a exceptionally valid approach for fun made mod format when nobody has lots of time to spend on it. It also has a great value since it is naturally easy to understand what AI does wrong in their patterns.
1) AI doesn't protect its bases enough.
2) AI tends to waste their support minerals on by building useless units.
Possible Solution: teach AI to build clean units; make Clean Reactor available early and free/cheap for purely defensive units. It would still take an ability slot.
3) AI is poor at handling drones; doesn't know how to use Police well. You can observe it by giving an AI faction a -TALENT debuff, or free Genejacks, and watch it choke as it can't handle the first citizen being a drone, even if a unit inside the base would fix that.
4) AI is very poor at using air units that aren't suicide bombers (rockets). I don't know how to fix that. For some reason they really prefer Interceptors over regular units, even when those have a -50% debuff.
5) AI builds lots of transports and then... makes them just sit there on bases? What is up with that? Pre-thinker AI had some kind of bug that made them build a ridiculous amount of transports they didn't use.
6) AI research is very uneven. They do well in the early game up until tiers 4-5, and then forget to prioritize energy, have nothing to work with as a result, and research a new tech once every 30 years (not helped by them favoring Fundie when they are at war, and they go to war ALL THE TIME). Trying to fix that by lowering techcosts for AIs results in Zakharov getting ridiculous, as his Network Nodes, SE choices and already reduced techcosts make him an outlier that is the only one who can compete with the player. I've read that the code has AI put different priorities on resources at different stages of the game, but I think a focus on energy needs to happen sooner.
Another big one is diplomacy, which induktio has touched upon a while ago. The AI is far too ideological and aggressive. A tiny faction should not declare suicidal vendettas because of social engineering disagreements, nor should a single faction be allowed to soar ahead on the power graph without the others putting aside their differences and forming a coalition.
Clean reactor solution is more of a cheat to make existing AI performing better, not AI enhancement by itself. Plausible solution but it doesn't change situation drastically - doesn't make AI smarter.AI can't deal with SUPPORT. It has cheat-tier INDUSTRY to compensate for it though, but not even churning units 50% faster than a player can help it if it has no minerals to build with. Ultimately, it's a quick hack to enable already existing hacks to work properly.
Interesting. Cannot say anything on that as I didn't observe it myself. Is this for the first citizen only or for any drones in any base size? Does AI completely ignore drone facilities?This is an illustration. The first citizen could be easily suppressed by a police unit, allowing them to build a more permanent arrangement. They go for building RecCommons on a base that riots half the time instead, and turn its sole worker into a Doctor.
Really? What is this "prefer" percentage in practice?I barely see regular aircraft built... or used when they do build them. The <SAM> units are more common.
This is quite a compounded problem and I am not sure the wrong research priorities are even part of it. AI does not change their research priorities!Not research priorities, but resource gathering priorities. I've read the AI prioritizes nutrients in the beginning, minerals towards midgame, and energy in the lategame, though I obviously didn't look at the code to verify that.
Another big one is diplomacy, which induktio has touched upon a while ago. The AI is far too ideological and aggressive. A tiny faction should not declare suicidal vendettas because of social engineering disagreements, nor should a single faction be allowed to soar ahead on the power graph without the others putting aside their differences and forming a coalition.
There is an optimal behavior and there is purposefully imbalanced one to emphasize AI leader personalities. I think it worth keeping SE preferences as is just mix it out with more practical things like comparable military strength as well. Otherwise, if we optimize AI completely we will lost the lore of leader personalities.
(also, I hate the disband mechanics with a passion... after capturing a base its units are assigned to the nearest bases, which could cause one to lose an army without a fight by losing several bases those units were assigned to. They get reassigned to other bases that can't support them, and then disband at the beginning of the turn, without the player's input)
> I disagree, though, with some rigid simple parameters.
Even if it was predictable it would force the player into dedicating resources into defence and slow his development significantly.
I've only proposed the lowest possible effort version, if you would want to put more work and naunce into it, it's of course only for the better.
The bottom line is, the player shouldn't be allowed to play pure builder game unperturbed, the weakness should be exploited.
QuoteClean reactor solution is more of a cheat to make existing AI performing better, not AI enhancement by itself. Plausible solution but it doesn't change situation drastically - doesn't make AI smarter.AI can't deal with SUPPORT. It has cheat-tier INDUSTRY to compensate for it though, but not even churning units 50% faster than a player can help it if it has no minerals to build with. Ultimately, it's a quick hack to enable already existing hacks to work properly.
(also, I hate the disband mechanics with a passion... after capturing a base its units are assigned to the nearest bases, which could cause one to lose an army without a fight by losing several bases those units were assigned to. They get reassigned to other bases that can't support them, and then disband at the beginning of the turn, without the player's input)
QuoteInteresting. Cannot say anything on that as I didn't observe it myself. Is this for the first citizen only or for any drones in any base size? Does AI completely ignore drone facilities?This is an illustration. The first citizen could be easily suppressed by a police unit, allowing them to build a more permanent arrangement. They go for building RecCommons on a base that riots half the time instead, and turn its sole worker into a Doctor.
Any use of Police is completely incidental. They never switch to gathering energy on purpose to put into Psych, preferring to brute force the problem with specialists. Most drone control is done via direct suppression facilities (RecCommont, Holo Tanks) and basic specialists for when they are not enough.
Not research priorities, but resource gathering priorities. I've read the AI prioritizes nutrients in the beginning, minerals towards midgame, and energy in the lategame, though I obviously didn't look at the code to verify that.
Is this implying that it would be possible to modify the game to exempt AI factions from support mechanics? It might sound radical, but the AI has serious problems choking itself with units it doesn't know how to use properly, so if that's what it takes to get around this issue...QuoteClean reactor solution is more of a cheat to make existing AI performing better, not AI enhancement by itself. Plausible solution but it doesn't change situation drastically - doesn't make AI smarter.AI can't deal with SUPPORT. It has cheat-tier INDUSTRY to compensate for it though, but not even churning units 50% faster than a player can help it if it has no minerals to build with. Ultimately, it's a quick hack to enable already existing hacks to work properly.
That is right again. I shouldn't discard it right away.
From the other side, wouldn't it be too much to give AI all clean units? Wouldn't it keep stamping units infinitely then?
Is this implying that it would be possible to modify the game to exempt AI factions from support mechanics?I would add that I experimented with having separate faction files for AIs and humans, and that I gave AIs FREEABIL, Clean, which is essentially this.
1. SUPPORT - AI killing itself with no minerals - its very important issue and if fixed it would be noticable
Some solutions: for example people reported that AI plays much better if gifted +2 default SUPPORT. That won't fix lategame maddnes, i've seen AIs go 10+ units into minus. One could try to code AI not to go over x amount of minerals in minus or just give extra support for large bases.
2. Terrain improvement - terraforming and fungus - AI used to destroy itself in WTP with fungus. I see that Fungicide formers are now free upgrade - thats great. Maybe, if not already in game, AI should rebuild its formers to always have at least 1 per base. Then ecology fix need to be put in place - I've seen free minerals were increased to 24 thats good. And we have new terraforming AI. This means this problem might be fixed now - but if not, one could iterate over it because its really important
3. Third large issue is production queue / choice - AI does not build some relevant facilities in time or ever. They skip drone quelling facilities, while I as player put great importance to them. Any resource boosting facilities are very important for example. AI tended to ignore Tree farm even with huge eco problems. One thing to note as well - AI should recognize when it lost the facitilies (to worms usually) and rebuild it. I think this happens more often than we think and then late AI can have pathetic bases even if they are large in size.
I cannot even imagine how to do it incrementally - meaning do just one single aspect without touching others, etc.
I cannot even imagine how to do it incrementally - meaning do just one single aspect without touching others, etc.
Stare hard at OpenSMACX sources for awhile. See if anything is identifiable as separable. Talk to Scient about what might be separable.
Trying to go at this straight in the binary, is production suicide. That's why I've never undertaken it, and keep saying I'll put the effort into writing a brand new 4X game. Scient has already "committed suicide". So the important thing, going forwards in the future, is trying to leverage his work.
I am guessing that Scient is pursuing the long-term sustainable project and Induktio isn't. From a strategic open source standpoint, it would make more sense if Induktio started migrating his work to OpenSMACX.
I mean if everyone has to be "Induktio smart and motivated" to do AI mods, nobody but Induktio is ever going to make progress banging on the AI. There has to be a code base where people aren't dinking around with disassembly to get at the AI.
I think I've seen and heard about 50 different text mods and only 3 exe
And AI improvement is a completely different beast than patching stuff.