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By the way, this is vaguely off-topic, but once you've solved the big AI problems I'm wondering if you might be interested in making a version of your patch without the AI beelines?
As far as sharing of disassembled database, I understand your interest in testing and probing AI. I love studying current AI algorithms and finding new ones and better, same as you, ete.But the short answer to your question is: not now.The longer answer: I will most probably disclose my IDA database later, in months to come, to wider community for any use. I did so in all my other projects so far (bar one that was first and is still unfinished). So you may more or less rely on the fact.Right now, I am doing the AI business myself, in the pace I set to myself, without any pressure and enjoying all the surprise and fun it offers. It's a bit egoistic but it's well deserved at the same time (see below). When I am done with my effort, I'll open the database to the community and you may improve it or build a new concurential model. You may try to create a scripted AI as well, if you wish and have abilities to do so.To explain my stance a bit further: the ground disassembling is the really hard part, the rest are the fruits. When you disassemble a game, the first stage is "simple findings", very fruitful (like combat bonuses or POP limits locations). This is short. The second stage is very hard and can take a hundred of hours time, because you are trying to understand the non-obvious in the code. It also brings few fruits. After that, you may try to understand the AI. This is the hardest, because you must penetrate something that is not visible in the game AT ALL: how the AI uses its own data, what analysis it does for its goals, how it communicates in AI-AI mode. Also, without understanding the AI more than 80%, you fail to improve it. That's another hundreds hours thing (for SMAC I mean, other games have much simpler AI).I have put this effort in the game, and that's why I tend to think I can enjoy a small time for tinkering with it, before I feed to the player's community. I am trying to do my work to help the players, but, for now, I do it privately, myself. - Hopefully that does make some sense to you and others here.
5) AI does not check for pacifism drones when trying to make SE choice.
Wanting to play around with code yourself given the effort required to get that far is is entirely understandable.
Also, could you clarify your work on SMAX/SMAC? How much of your research can be applied directly/almost directly to SMAX, and are you currently still working almost entirely on SMAC?
Quote5) AI does not check for pacifism drones when trying to make SE choice.Giving them this check properly could well be the key to making them handle FM drones properly, or learn to avoid FM unless they can. I'd discourage entirely dissuading AI from FM unless there's no reasonable way to prevent them incurring far too many drones, since FM is extremely helpful to a faction if used correctly.
Actually, Lord Avalon, what you mean to say is that Pacifism drones should be assessed first, then all drone management facilities, projects, etc. should apply.I agree, but I am not sure this is something that can be modded.
Should pacifism drones come after regular facilities? It's a pretty strong penalty if (nearly) every military unit is causing a drone, and very strong for two. If you have unused calming potential, why shouldn't that be applied?
No, I meant what I asked, which was to open debate about changing the game to what you said vs status quo.Would it really be "almost no penalty," like ete says? You can get Free Market pretty early, when bases aren't that large and have Rec Commons, or maybe RC + Hologram Theater. How well can they deal with extra drones, even if pacifism drones are assessed with other drones? (Off the top of my head, I don't know when the 1st pop drone turns up, and the 2nd.)
What if all drones were assessed first, but pacifism drones are super drones?