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RE: AI Improvement Mod (1.01 Release) - 8/31/2014 7:33:09 PM   
Tanaka


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quote:

ORIGINAL: sayke

Icemania, this is bloody fantastic! Thank you =)

One question, though: Because my computer chokes on the massive space battles and fighter swarms in this mod, I would like to reduce the size of all fleets generally. Is increasing military maintenance cost for all governments, or all races, the best way to do this in your view? Thanks again!


Another great way to do this is to set all to start on harsh planets and rare colonies and independents. Fleets will definitely be reduced for all! Individual ships become a lot more important! Its definitely a challenge!


< Message edited by Tanaka -- 8/31/2014 8:33:34 PM >


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RE: AI Improvement Mod (1.01 Release) - 9/1/2014 6:17:26 AM   
Tanaka


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quote:

ORIGINAL: johanwanderer


quote:

ORIGINAL: AKicebear

Playing as Boskara and appear to lack an automated Troop Transport design (build-able or otherwise) - is this intentional?


It happens from time to time, in the vanilla game as well, when some condition wasn't met for the design to be created. Just create a new design and set it to automatic. Then the game will figure it out for you.


I wonder when this happens if it is not in the designs if the AI is not able to build it?

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RE: AI Improvement Mod (1.01 Release) - 9/1/2014 11:42:57 AM   
Icemania


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quote:

ORIGINAL: Tanaka
Hey Ice could you request the devs fix this like they fixed the capitals not being built?

Added to the wishlist in the OP

quote:

ORIGINAL: Tanaka
A bit confused about the ship size changes you say you increased size 230 to 300 but I looked and see that escorts are still 230?

Ship sizes are unchanged (except Resupply Ships). What has changed slightly is the Technology Tree. Where previously a technology would give you access to Size 230 it now gives access to Size 300. This eliminates the remaining shrinkage issues as far as I can see.


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RE: AI Improvement Mod (1.01 Release) - 9/1/2014 11:44:20 AM   
Icemania


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quote:

ORIGINAL: Tanaka

quote:

ORIGINAL: johanwanderer

quote:

ORIGINAL: AKicebear

Playing as Boskara and appear to lack an automated Troop Transport design (build-able or otherwise) - is this intentional?


It happens from time to time, in the vanilla game as well, when some condition wasn't met for the design to be created. Just create a new design and set it to automatic. Then the game will figure it out for you.


I wonder when this happens if it is not in the designs if the AI is not able to build it?

The conditions include transport systems and being buildable at the current construction size so it looks fine for the AI in 1.02.

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RE: AI Improvement Mod (1.01 Release) - 9/1/2014 1:22:55 PM   
Icemania


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Increased docking bays on Gas Mining Stations. I must have been asleep at the wheel on that one!

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RE: AI Improvement Mod (1.01 Release) - 9/1/2014 1:37:18 PM   
spiralaxis

 

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I just did that in my own game (to 12).

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RE: AI Improvement Mod (1.01 Release) - 9/1/2014 6:00:57 PM   
Tanaka


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quote:

ORIGINAL: Icemania

Increased docking bays on Gas Mining Stations. I must have been asleep at the wheel on that one!


Did you update the beta?

Also something else that would be great to ask the devs to implement to help the AI is to have construction ships priority on auto to be caslon mines first and foremost. Ive noticed whenever you have your construction ships on auto fuel is a huge problem. Economies come to a grinding halt.

< Message edited by Tanaka -- 9/2/2014 7:39:49 AM >


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RE: AI Improvement Mod (1.01 Release) - 9/2/2014 10:06:49 AM   
Icemania


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No the Beta was already released, the docking bay change to Gas Mining Stations will be in the release version.

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RE: AI Improvement Mod (1.01 Release) - 9/2/2014 10:07:25 AM   
Icemania


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quote:

ORIGINAL: Icemania
I need help with observations in-game.

Capital Ship Tractor Beams work great but please have a close look at Spaceports.

(1) There are more Tractor Beams on Spaceports than Vanilla but are there enough?

(2) Are Tractor Beams powerful enough or do I need to buff them?

(3) Do you find the Spaceports use their Tractor Beams on multiple targets or do they focus on one?

If (1) or (2) this is easy to change for 1.02 release. If (3) we will need more help from Erik and Elliot.

Any community feedback?

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RE: AI Improvement Mod (1.01 Release) - 9/2/2014 10:09:00 AM   
Blackstork


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When you plan to release final one? This is important since if it will be on this week i might postpone my release, and then integrate your final version into Beyond. There alot of work in integration process, but i prefer integrate it immidieately because of so important and anticipated changes it brings.

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RE: AI Improvement Mod (1.01 Release) - 9/2/2014 10:24:16 AM   
Icemania


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As mentioned earlier, I'll give it a week, so by the end of the weekend coming up. I'd like feedback on Tractor Beams first though.

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RE: AI Improvement Mod (1.01 Release) - 9/2/2014 11:39:45 AM   
lurchi


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I just wanted to mention that Research Reloaded delivers more powerful tractor beams, also ones with longer range.

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RE: AI Improvement Mod (1.01 Release) - 9/3/2014 1:36:55 PM   
Icemania


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quote:

ORIGINAL: lurchi
I just wanted to mention that Research Reloaded delivers more powerful tractor beams, also ones with longer range.

Cool. Did you modify the initial Tractor Beam technology or does that come as you follow down the research tree?


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RE: AI Improvement Mod (1.01 Release) - 9/3/2014 5:14:24 PM   
Cmiller

 

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Icemania, when you fully release your mod for Haree's extended mod, will you still keep the vanilla version available too?

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RE: AI Improvement Mod (1.01 Release) - 9/3/2014 7:06:38 PM   
lurchi


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quote:

ORIGINAL: Icemania

quote:

ORIGINAL: lurchi
I just wanted to mention that Research Reloaded delivers more powerful tractor beams, also ones with longer range.

Cool. Did you modify the initial Tractor Beam technology or does that come as you follow down the research tree?



Those are new components you have to research after the initial one.

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RE: AI Improvement Mod (1.01 Release) - 9/4/2014 2:09:08 AM   
spiralaxis

 

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So, back to Energy Collectors. Contrary to what it says in the file intro it does not appear that the system is adding energy collectors. There's definitely room for them on all the stations -- it's just not doing it. I'll crosspost it to bug reports.
'Distant Worlds Design Template - 1.9.0.0

'Specify amounts of each component type below. The amount should be a whole number greater than or equal to zero, and should be placed immediately after the semi-colon.
'Note that it is not necessary to specify Command Center, Life Support or Hab Module components. A sufficient number of each of these components will automatically be added to all designs.
'Also note that while Reactors and Energy Collectors can be specified here, an adequate amount of these components will always be added to meet the energy needs of the design.
'Also, for ships you do not need to specify a HyperDrive - a single hyperdrive will always automatically be added to ship design templates.

'Gas Mining Station ship type

*snip*
EnergyCollector				;1


< Message edited by spiralaxis -- 9/4/2014 3:18:35 AM >

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RE: AI Improvement Mod (1.01 Release) - 9/4/2014 9:57:41 AM   
Icemania


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spiralaxis this is fixed in the 1.9.5.8 Beta. I reported this as a bug in Tech Support a while back (I notice you mentioned 1.9.5.6 in the Tech Support Forum). Give it a try!

< Message edited by Icemania -- 9/4/2014 11:09:48 AM >

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RE: AI Improvement Mod (1.01 Release) - 9/4/2014 11:13:31 AM   
Icemania


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More improvements are needed after testing Tractor Beams on Spaceports, if anything they helped the invaders!

Distant Worlds v1.9.5.8 Public Beta Update Available!

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RE: AI Improvement Mod (1.01 Release) - 9/5/2014 1:27:38 AM   
Tanaka


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Saw this in Lurchi's mod thread and thought it would be a great idea for your mod as well since the AI really struggles with Pre-Warp games!

quote:

ORIGINAL: NephilimNexus

Suggestion for improving the pre-warp stage:

#1) Drop the Warp Bubble speed from 2000 down to 500 and make it an even bigger energy hog.

#2) Place a new type of warp engine between the Warp Bubble and the Gerax Hyperdrive, with the old Warp Bubble stats and research cost.

#3) Make the research cost on the new Warp Bubble really cheap, so it can be learned in a year or less.

What this does:

It let's players get entry level warp tech faster than before, but does so in a way that still almost completely restricts them to their home system. Thus it extends the pre-warp tier while making it more interesting, as ships will now have enough speed to build mining bases in your home system, even if they lack the fuel to go beyond it.

See, the drag of the pre-warp phase is two things: Waiting forever for the basic Warp Bubble (which is way overpriced in vanilla), and the tedious drag of trying to get your initial mining bases built with ships that can barely do a speed of 20. This solves both of those problems, as it makes the first step of warp cheap & quick to access, which in turn lets you get into building up your home system faster. It is balanced by the severely limited range that probably won't get you to even the next system over unless you overload your ships with fuel tanks, which in turn makes them useless anyway.

The regular Warp Bubble isn't removed per se, it's name gets changed & it stats instead are simply moved up a notch so players still do have to learn it. This extends the research timeline a little, but that's okay because now people won't get bored with it.



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RE: AI Improvement Mod (1.01 Release) - 9/6/2014 4:27:32 AM   
Icemania


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quote:

ORIGINAL: Tanaka
Saw this in Lurchi's mod thread and thought it would be a great idea for your mod as well since the AI really struggles with Pre-Warp games!

Rather than duplicate effort I'll leave this to lurchi as we'd still like to integrate a mega-mod along with Blackstork.

Note that over the next month I'll be very short on modding time but lurchi and blackstork will need some time to integrate in any case.

< Message edited by Icemania -- 9/6/2014 5:28:57 AM >

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RE: AI Improvement Mod (1.02 Release) - 9/6/2014 4:40:52 AM   
Icemania


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All:

I've updated the OP with the 1.02 Release including the Changelog. The only change from the 1.02 Beta was docking bays on the Gas Mining Stations.

As posted earlier more Developer support is required with Tractor Beams on Spaceports.

Cheers,
Icemania


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RE: AI Improvement Mod (1.02 Release) - 9/6/2014 4:46:08 AM   
Hawkeye_BF


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Thank you so much!!!

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RE: AI Improvement Mod (1.02 Release) - 9/6/2014 6:45:50 AM   
Blackstork


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RE: AI Improvement Mod (1.02 Release) - 9/6/2014 8:28:36 PM   
Tanaka


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quote:

ORIGINAL: Icemania

All:

I've updated the OP with the 1.02 Release including the Changelog. The only change from the 1.02 Beta was docking bays on the Gas Mining Stations.

As posted earlier more Developer support is required with Tractor Beams on Spaceports.

Cheers,
Icemania




Thanks Ice! So the only change from beta was to the designs file?


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RE: AI Improvement Mod (1.02 Release) - 9/7/2014 12:49:28 AM   
WaflHead

 

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quote:

ORIGINAL: Icemania

All:

I've updated the OP with the 1.02 Release including the Changelog. The only change from the 1.02 Beta was docking bays on the Gas Mining Stations.

As posted earlier more Developer support is required with Tractor Beams on Spaceports.

Cheers,
Icemania




Thank you Icemania for continuing to update this mod. You've made the game so much more interesting for us.

Regards,
waflhead

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RE: AI Improvement Mod (1.02 Release) - 9/7/2014 6:29:08 AM   
Sithuk

 

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Ice: Congratulations on the latest release. When can we hope to see a game report of your play on the hardest settings with the mod? I know there would be interest in an experienced player's strategy with the more challenging AI.

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RE: AI Improvement Mod (1.02 Release) - 9/7/2014 11:33:54 AM   
Icemania


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Cheers all.

quote:

ORIGINAL: Tanaka
Thanks Ice! So the only change from beta was to the designs file?

Yep.

quote:

ORIGINAL: Sithuk
Ice: Congratulations on the latest release. When can we hope to see a game report of your play on the hardest settings with the mod? I know there would be interest in an experienced player's strategy with the more challenging AI.

It's not a written report but refer here for the start of 15 screenshots on Extreme difficulty and lots of restrictions.


< Message edited by Icemania -- 9/7/2014 12:40:54 PM >

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RE: AI Improvement Mod (1.02 Release) - 9/7/2014 12:24:38 PM   
Blackstork


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Hey Ice.
Are you free now?
Do you want to work on megamod project together in form of excel automation building in order to assemble queues for lurchi mod and other features? This will mainly benefit integration between you and lurchi's mod, and move things toward completion of mega-thingie... also if you have some time i would be happy if you glimpse into Beyond adaptation made by me (i will update .6 with your 1.02 so we can polish it afterwards)
Cheers

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RE: AI Improvement Mod (1.02 Release) - 9/7/2014 1:56:45 PM   
Icemania


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Hey Blackstork:

I have a very busy period at work coming up over the next month or so. I certainly intend to help with the mega-mod and will be around the forums, but any serious modding will have to wait until that busy period is finished. In any case it looks like you and lurchi still have plenty of work to do for your 1.0 releases, when I really need is your Mods integrated to really get into the AI.

That said applying the design templates and policy files changes in the AI Improvement Mod should generally be in place as you've already applied them well to Beyond. It's the Research Build Orders that will need some thought with lurchi's new tech tree as they will need to be reworked entirely. This phase should wait until lurchi's new tech tree has been Beta tested (and I also wouldn't recommended integrating with Beyond until that is done either). We should maintain the same weapon type (e.g. phasers) and energy research themes for each race but focus on using the specific branches lurchi is introducing in the Research Build Orders. lurchi's mod may lead to some better builds/strategies and it will also be important to do balance testing. I'd also like to play a few game with lurchi's tech tree before designing the Research Build Orders i.e. keep them blank initially.

A few additional volunteers with interests in particular balancing areas would be very useful for the team.


< Message edited by Icemania -- 9/7/2014 2:57:47 PM >

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RE: AI Improvement Mod (1.02 Release) - 9/7/2014 2:23:32 PM   
Blackstork


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quote:

ORIGINAL: Icemania

Hey Blackstork:

I have a very busy period at work coming up over the next month or so. I certainly intend to help with the mega-mod and will be around the forums, but any serious modding will have to wait until that busy period is finished. In any case it looks like you and lurchi still have plenty of work to do for your 1.0 releases, when I really need is your Mods integrated to really get into the AI.

That said applying the design templates and policy files changes in the AI Improvement Mod should generally be in place as you've already applied them well to Beyond. It's the Research Build Orders that will need some thought with lurchi's new tech tree as they will need to be reworked entirely. This phase should wait until lurchi's new tech tree has been Beta tested (and I also wouldn't recommended integrating with Beyond until that is done either). We should maintain the same weapon type (e.g. phasers) and energy research themes for each race but focus on using the specific branches lurchi is introducing in the Research Build Orders. lurchi's mod may lead to some better builds/strategies and it will also be important to do balance testing. I'd also like to play a few game with lurchi's tech tree before designing the Research Build Orders i.e. keep them blank initially.

A few additional volunteers with interests in particular balancing areas would be very useful for the team.




I agree with you, but simply saying the problem not with Beyond integration, as you said the most complex thing is AI mod research queues with research mod tech tree. Implanting the queues and building few more techs for additional races uniques is all is needed in order to fit it into Beyond, and thus Beyond could be the last stop, but with preparation. Like when you build something you need just to leave some sockets to insert last pieces. This will be easiest and shortest way to combine all, for everyone. This is specially actual because Beyond is completely integrated with AI mod, and wont be compatible with research mod without queues build for at least default races. I propose to build something that serve all of us in single puprose at rapid integration. It may be more some work at start but will allow easy modifying and integration in case one of mods have changes (and they will happen because devs of DW keep updating the game)

If we will continue to mod all the changes manually, the final project (Beyond receiving your mods and your names as devs mod-team as it seems to be) will need constant manual tiresome updates. I propose to workout some excel automation so it will allow very simple integration between research mod and ai mod, and will benefit ease of implementation and updates within megamod project. This could also benefit updates on separate mods (AI mod and research) - simply the way you made your bias table can solve and make implementation of policies, research queues and many other things much easier. I see you are good in excel, and i know it well too. It might be good thing to invest some though into automation (for example building sub-queues for different design focus races, so in race's tab the queue will update itself and will be ready for copying into race.txt)

Obcourse RL time is above all, but as far it is possible even at low pace - we could do it to prepare the ground and make it very modular.

< Message edited by Blackstork -- 9/7/2014 3:36:00 PM >


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