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Since I am going away for a few weeks, I cooked a quick test build for SMAC AI (requires SMAC only for now, sorry). SMAC_444_l version in the Downloads.The highlight is the correction of Support <=> Police mismatch in AI social engineering. You'll find the rest in the short notes to the patch.
I can modify whatever I want as long as I find some space. People who are able to create DLL injections have no problems with space, sadly it's not my case - I am not a programmer, just a self learned matemathician-amateur.I can remove, move or replace a lot of AI SE choice. Don't worry. I cannot inflate the code with massive new tasks, basically, I have to work with the variables the AI already uses. Example: we have Nr_of_my_land_units_on_continent_X variable. We have Nr_of_my_naval_units as well. But we don't have Nr_of_my_air_units, so we cannot check that against running Free market - pity.
The game has it already, when choosing stuff to build in a base, the surplus is taken in consideration! The game AI has a lot of things inside, in fact. It is really complex, most complex AI from all games I have ever seen, I suppose it's a heritage from civ2 game. Just not working very well. (That's not a bad thing, since it's easier for me to make existing structures smoother, than creating AI code from the scratch.)
I actually think that there may be bigger problem in the Morale decision. The way it is counted, +Morale becomes a holy grail, just as you noticed in your analysis. The AI spawns many units, the more unit it spawns, the more continent it settles, the bigger the desire for +Morale. On bigger map, it's worse. I believe we should tone it down.
I can switch off this behaviour easily, if you wish. If I'm right, it works like this: Zak has knowledge set as his preferred agenda, so he programmatically avoid the other options. That's in the code.
Thanks. When (if) you extend it to a SMAX patch, please build it off my latest version at the time, so our patches can be combined.By the way: One of the things mentioned in your AI patch was beelining; will that make the AI play badly if various dependencies/tech-bonuses/etc. are moved around? (i.e. will it make the AI beeline for things even if you change the tech tree so that there is no longer an advantage to such beelining?) If so, that might need changing.
Thanks. When (if) you extend it to a SMAX patch, please build it off my latest version at the time, so our patches can be combined.
Please remember also to have a copy of kyrub's changes but without modifications to the game rules, tech tree, ecodamage, etc. MP players are quite conservative and although they're happy with bug fixes and AI improvements, they're are very reluctant to changes which force a shift in strategies.
Just a small suggestion: when you release a new version, could you please go into properties\summary of your exe and add a comment on what version it is? Thanks.
All my changes except the clear bugfixes are set up so that you can use the default rules if you want*.
*Well, actually this is not technically true; for instance, for purposes of convenience I plan to remove the "10Xdifference in chassis cost" term in the upgrade cost, but only because I can't think of any circumstance where it would actually be relevant.
Quote from: Lord Avalon on January 13, 2013, 09:49:03 PMJust a small suggestion: when you release a new version, could you please go into properties\summary of your exe and add a comment on what version it is? Thanks.Each of my versions will contain a readme listing all the changes.
Oh, I see, that's cool. I thought that you're planning some really massive rework of eco-damage, etc. Is it possible to make that optional, just through the alphax? I thought you're changing the code.
What do you mean here? I don't know the formulas off the top of my head. Is it a big deal?
It is a valid strategy to build 'shell' units (trained 1-1-chassis) and upgrade from there
I didn't mean list all the changes - just add "Yitzi patch v2" (or whatever it is) to the terranx.exe file.
Add it how?
I'd disagree, and consider that strategy to be horribly imbalancing (as it throws off the mineral/energy balance), but my patch will (as usual) make it possible to change the rules to scuttle that strategy, but anyone who wants to play with the current rules can.
Yes, I agree with you, I've never liked this particular strategy, although I would use it every now and then. It's simply not the way the game is meant to be played. However, each such change would make a few MP players drop out and insist on playing the vanilla version.
Also, it'd be hard to replace it with a new rule that doesn't have weird side effects. If you cut out upgrading 1-1-chassis, people would simply start to make 2-1-chassis types.