Author Topic: Alterations of the AI tendencies to select Specific Social Effects  (Read 2424 times)

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Offline Dio

After a significant quantity of analysis, I noticed that the AI modifiers for certain social effects in society models have alternate values. I intend to list the original (present modifiers) and the alternative values that exist in the code. I also intend to isolate each social value in this procedure. The AI values for TALENT, POLICE (Partially), PLANET, and RESEARCH appear intertwined in this procedure at the moment. How would encourage the implementation of these alternative values? What do you think of these alternate checks?

ECONOMY:
Present Function in Code:
1. If the section of the playerfile for the AI Mandates of this faction has a zero in the BUILD interest value, than skip the checks that follow in this list.
2. If the section of the playerfile for the AI Mandates of this faction has a one in the Conquer interest value, than skip lines 3 and 4.
3. If the section of the playerfile for the AI Mandates of this faction has a one in the EXPLORE interest value, than skip the value in line 4.
4. If the faction meets the above conditions, than double the value in a memory register (+100%). The Morganites meet all of these criteria from the original seven factions.

Alternative Function in Code (Unused at the moment):
1. If the section of the playerfile for the AI Mandates of this faction has a one in the BUILD Interest, than skip the following checks and proceed onto line 3.
2. If the section of the playerfile for the AI Mandates of this faction has a one in the DISCOVER interest, than proceed onto step three. If the faction does not have a one in the DISCOVER interest, than skip line three.
3. If a faction meets the above criteria, add 100% towards the value in a memory register. The factions that meet this criteria include the Morganites, the Hive, the University, the Spartans, and the Peacekeepers.
4. If the section of the playerfile for the AI Mandates of this faction has a one in the EXPLORE interest, than proceed onto line 6 and skip the check in line 5.
5. If the section of the playerfile for the AI Mandates of this faction has a one in the CONQUER interest, than proceed onto line 6. If the faction does not have a one in the CONQUER interest, than skip line 6 and proceed with the functions after the current version of this formula.
6. If the faction meets the above criteria, than subtract one half from the value in a memory register. The factions that meet the criteria for line 6 include the Spartans, the Hive, the Believers, the Gaians, and the Peacekeepers.

Offline Dio

Re: Alterations of the AI tendencies to select Specific Social Effects
« Reply #1 on: January 10, 2016, 07:08:38 PM »
This section represents the AI Mandate checks for the SUPPORT social effect.

SUPPORT:
Current Procedure Checks:
1. If the section of the playerfile for the AI Mandates of this faction has a zero or a negative one in the FIGHT interest value, than skip the next sentence. If the section of the playerfile for the AI Mandates of this faction has a one in the FIGHT interest value, than add 100%% towards the value in a memory register. The factions that fulfill the criteria for this line include the Hive and the Believers.
2. If the section of the playerfile for the AI Mandates of this faction has a zero in the EXPLORE interest value, than skip the next two sentences. If the section of the playerfile for the AI Mandates of this faction has a one in the EXPLORE interest value, than add one half the value in the same memory register as line one. The factions that receive fulfill the criteria for this line include the Gaians, the Believers, and the Peacekeepers.
3. If the section of the playerfile for the AI Mandates of this faction has a zero in the BUILD interest value, than skip the next two sentences. If the section of the playerfile for the AI Mandates of this faction has a one in the BUILD interest value, than divide the value in the same memory register as lines 1 and 2 by one half. The factions that receive fufill the criteria for this line include the Morganites and the Hive.
4. If the section of the playerfile for the AI Mandates of this faction has a zero in the DISCOVER interest value, than skip the next two sentences. If the section of the playerfile for the AI Mandates of this faction has a one in the DISCOVER interest value, than subtract 25% of the value in the same memory register as lines 1 through 3 from itself. The factions that receive fulfill the criteria for this line include the University, the Peacekeepers, and the Spartans.
5. If the section of the playerfile for the AI Mandates of this faction has a zero in the CONQUER interest value, than skip the next two sentences. If the section of the playerfile for the AI Mandates of this faction has a one in the CONQUER interest value, than add 50% of the value from the same memory register as in lines 1 through 4 into itself. The factions that fulfill the criteria for this line include the Believers, the Hive, and the Spartans.

Alternative Checks in Code (Unused at the moment):
1. If the section of the playerfile for the AI Mandates of this faction has a zero in the CONQUER interest value, than skip the next two sentences. If the section of the playerfile for the AI Mandates of this faction has a one in the CONQUER interest value, than implement a value that equals (Value of memory register + Value of memory register * 4) for the value of the memory register. The factions that fulfill the criteria for this line include the Believers, the Hive, and the Spartans.
2. If the section of the playerfile for the AI Mandates of this faction has a zero in the EXPLORE interest value, than skip the next two sentences. If the section of the playerfile for the AI Mandates of this faction has a one in the EXPLORE interest value, than add the value of the same memory register as line 1 into itself. The factions that fulfill the criteria for this line include the Gaians, the Believers, and the Peacekeepers.
3. If the section of the playerfile for the AI Mandates of this faction has a zero in the DISCOVER interest value, than skip the next two sentences. If the section of the playerfile for the AI Mandates of this faction has a one in the DISCOVER interest value, than subtract 50% of the value in the same memory register as lines 1 and 2 from itself. The factions that fulfill the criteria for this line include the University, the Peacekeepers, and the Spartans.

Offline Dio

Re: Alterations of the AI tendencies to select Specific Social Effects
« Reply #2 on: January 18, 2016, 04:06:25 PM »
This post covers the current section on MORALE:
The faction that have increased interest in MORALE modifiers in order from greatest to lowest include:
1. Spartans
2. Believers and Hive

The factions that have decreased interest in MORALE during situational conditions includes:
1. Morgan

This covers the potential alternative section on MORALE:
In this version, the factions with an increased interest in models with postive Morale modifiers, in order from greatest to least includes:
1. Spartans
2. Hive and Believers (equal)

The factions with a decreased interest in MORALE postives includes (which remain equal in the reduction for this case):
1. Gaians, Peacekeepers, and Morgan.

Offline Dio

Re: Alterations of the AI tendencies to select Specific Social Effects
« Reply #3 on: January 18, 2016, 04:18:13 PM »
The values for EFFICIENCY and MORALE actually check the sum bonus, or penalties, from a specific value and cause the factions to dislike models that cause higher inefficiency rates (Police State and Planned). The only exception includes bonuses (e.g. IMMUNITY or ROBUST) that negate these negative values.
This post checks EFFICIENCY values. The models that create -4 or lower EFFIC values cause the faction to dislike the model by four times its original value for this check. If the model causes -3 EFFIC, than it causes the faction to dislike the model by 100%. If the model occurs while the the meets a condition (I remain uncertain at this point), than add 100% towards the value above. The factions that have an inherent increase in interest towards models that decrease efficiency values include the Believers and the Hive. The factions that face a decreased interest in Social models that decrease Efficiency, or an increased interest in values increase EFFICIENCY, includes the Morganites.
The alternative value cause the University, Spartans, and Peacekeepers to increase the value of models with Efficiency. This alternative causes the Gaians, the Spartans, the Hive, and Believers to have less interest in these social models. I want to point out these checks remain based upon the AI Mandate Flags of each faction. This means a faction with identical mandate flags as the Gaians would hold identical interests in social model values.

Offline Dio

Re: Alterations of the AI tendencies to select Specific Social Effects
« Reply #4 on: January 18, 2016, 04:32:14 PM »
This post covers the GROWTH Catergory. The factions with Explore have a slightly higher interest in this catergory than other groups. The factions with the BUILD Mandate have slightly less interest in this value (HIVE, MORGAN). The factions that a decreased interest in this, regardless of Mandate flags, include any faction with decreased population limits (Morganites). The factions in the current version of this procedure that receive an increased interest in this value includes the Believers (CONQUER, EXPLORE).

The alternate version of this value provides a bonus in interest for the factions with EXPLORE and/or BUILD (Gaians, Believers, Keepers, Hive, and Morganites). This alternate option decreases the interest in this value for factions with a DISCOVER mandate (University, Spartans, and Peacekeepers [cancels the bonus from above]).

Offline Dio

Re: Alterations of the AI tendencies to select Specific Social Effects
« Reply #5 on: January 18, 2016, 04:38:46 PM »
This post covers the first portion of the POLICE Catergory. This catergory checks values in the range of +2 through -2 on the social effects tables before other modifiers. This means -5 POLICE results in a initial value of -2. The only MANDATE modifier for this in the current version that operates involves the faction aggressiveness. The higher fight values increase interest in this value while lower values decrease interest in this area.

    The alternate version makes factions with either a EXPLORE Mandate or a CONQUER mandate value this area more. The factions that meet this include the Hive, Gaians, Peacekeepers, Believers, and Spartans.

Offline Dio

Re: Alterations of the AI tendencies to select Specific Social Effects
« Reply #6 on: January 18, 2016, 04:51:14 PM »
This post covers the controls on the TALENT and secondary POLICE controls. This procedure checks the TALENT value of the social model + 4. If the Value exceeds 7, than apply seven. If the value falls below zero, than use zero. This implies that the value range on TALENT would likely remain at +3 TALENT through -4 TALENT since 3 + 4 equals 7 and -4 + 4 equals zero. The game then checks the POLICE Score of this model (again) except that it provides the value + 5. The range on this value streches from 0 - 8 (-5 + 5 and 3 + 5). This range matches the current version of the POLICE area and differs from the previous area. The procedure adds the result of the POLICE Score check into the score for the TALENT value. The TALENT value in this case remains more significant than the POLICE Score. The current mandate modifiers provide an increased interest in this area for factions with an EXPLORE and a DISCOVER mandate (Peacekeepers). This mandate modifier provides a decreased interest in this area for factions with a CONQUER mandate and either a DISCOVER or a BUILD mandate. This means that the Hive and the Spartans receive a penalty on the interest in this area.

The alternate version of these modifiers provide a bonus for factions that have a CONQUER mandate and/or a EXPLORE Mandate. This means the Spartans, Hive, Believers, Gaians, and Peacekeepers would receive a bonus. This also provides a penalty for factions with a BUILD Mandate. This means the Morganites and the Hive receive a penalty. This bonus cancels the benefit from above for the Hive.

Offline Dio

Re: Alterations of the AI tendencies to select Specific Social Effects
« Reply #7 on: January 18, 2016, 05:03:57 PM »
This post covers the PLANET area. The current Mandate modifiers for this area provide the Gaians with the largest bonus (EXPLORE, No CONQUER, No DISCOVER). The procedures halves the values for those factions with a Conquer Mandate and without a EXPLORE mandate active (Hive and Spartans). The game halves the value again for those factions with a DISCOVER Mandate but no EXPLORE Mandate (Spartans and University). If the faction has neither a DISCOVER mandate nor a EXPLORE mandate, but does have a BUILD mandate, than halve the value (unless the faction met the conditions in the previous sentence). This condition causes the Morganites and Hive to value planet less.

The alternate version causes the factions with a EXPLORE mandate to double the interest in postive values and halves the interest of Factions with a BUILD mandate.

Offline Dio

Re: Alterations of the AI tendencies to select Specific Social Effects
« Reply #8 on: January 18, 2016, 05:07:11 PM »
This section covers the RESEARCH values. This area posses no mandate modifiers in the current format. The alternate format causes factions with a DISCOVER mandate to value this at double the rate (University and Peacekeepers), and it halves the value for factions with a CONQUER mandate (Believers and Hive). The bonus and penalty would cancel each other for the Spartans.

Offline Dio

Re: Alterations of the AI tendencies to select Specific Social Effects
« Reply #9 on: January 18, 2016, 05:11:36 PM »
This section covers the INDUSTRY values. This area does not have an alternate potential layout. The current layout causes factions with a CONQUER mandate to value this at double the rate (Spartans, Believers, and Hive). If the faction has a BUILD mandate, than add 50% of the value from this section (Morganites and Hive). If the faction has a DISCOVER mandate, divide the value in half. This cancels the bonus for the Spartans and halves the value for the University and Peacekeepers. If the faction has a FIGHT rating of -1 and does not have a BUILD mandate, than halve this value again. The Gaians meet this criteria.

Offline Dio

Re: Alterations of the AI tendencies to select Specific Social Effects
« Reply #10 on: January 18, 2016, 05:14:54 PM »
The last section checks the PROBE values. This section also does not have alternate Mandate values. This section simply doubles the value for factions that have either a DISCOVER mandate or a BUILD mandate. The University, Peacekeepers, Spartans, Hive, and Morganites meet the first or second criteria.

 

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