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QuoteWhat is the architecture of AI movement?Infowar units are treated separately, there are too many instances. Defenders are totally separate again; I cannot easily explain the AI that this defender "cannot defend", in fact, so the base needs reinforcing. Every other unit other than defender moves out of base. There are emergency defenders, maybe I could try to squeeze probes inside that code, but then I'd lost emergency counter-attacking from the base, which I won't do.I don't say it is impossible, just the function is so complex that I have very little idea what to do. I still have no clue how to stop Infowar units from running close to other bases. Maybe, after that, I can stop some of them from running out of the base, if there are no probes inside. Maybe.
What is the architecture of AI movement?
Good try, but Infowar unit clash is built... on unit plan. And AI needs to recognize it has base only with infowar defender left and therefore emergency (many instances). Still, I don't say it cannot be tested (can a unit in alpha.txt be specified as defender?). I have my doubts.[btw, we are cluttering this thread and we should not] [/move out]
If the infowar battle does not start when a probe goes into a base with a probe defender, perhaps that specific check is modifiable (from is there an infowar plan unit to is there a unit with probe module)?
QuoteIf the infowar battle does not start when a probe goes into a base with a probe defender, perhaps that specific check is modifiable (from is there an infowar plan unit to is there a unit with probe module)?I like your thinking, ete. This could actually work (the other things won't, though). It is a fragile idea, we still don't know how AI will handle defensive probe, as there are many instances of check for def units, I am not even aware of them. But if the game does not immediately crash, one can solve side-effects later.
I'll stick for the moment with the idea I came upon while answering to Yitzi (as that seems less risky). If we can spot the right place, why not simply:- check if Infowar unit, which is about to move, is in theplayer's base- check if sum of Infowar units in the base without GoTo order > 1- if not, stop movement (e.g. "defend")- if yes, continue (issue GoTo order)
Description: New release of AI patch for SMAC - 17/5/2014http://alphacentauri2.info/index.php?action=downloads;sa=view;down=260FeaturesAI Terraforming- AI got a basic lesson in advanced terraforming (boreholes, condensers, less raising terrain)- it builds no more bunkers- it builds denser sensor array networkAI crawlers- AI builds now tends to build crawlers earlier and slightly more of them- AI crawls more intelligently its resourcesAI Social Engineering- the patch includes an emergency fix of the worst parts of social engineering code- AI now understands that pacifist drones are a major problemAI buidling units- AI spreads quicklier on oceans- Morgan has got new incentive to spread quickly- AIs build less of probes, bar Miriam- a lot more AAA defense- AI now likes rovers and choppers