Modding AI (Again).

Discussion in 'Modding' started by Ftoomsh, Nov 28, 2017.

  1. Ftoomsh

    Ftoomsh Well-Known Member

    I am wondering what areas of the AI modders have tried to improve so far?

    (1) Formations is an obvious one. Has anyone got the AI to use proper formations and larger formations?

    (2) Has anyone tried to do more than have the AI make random decisions about which units to specialize in? This might involve a few logic decisions that look at what the opponent is making and then make hard or soft counters (to the extent they exist in the vanilla or a mod). The AI might need a little array table that nominates counters for vanilla or the mod in question.

    (3) The economy and the market are another area. Has anyone gone beyond the hard coded market sales at the start of the game (which are based on starting resources)? For example, the market could have floors set for more than food (eg. coal and iron floating floors based on how many shooters the AI has. Then it could sell excess resources for more important resources. As well as the above floors, the AI could have "upgrade targets" it is saving for. Thus you can imagine a (floating) floor it won't sell below and the next upgrade target it wants to reach (and have this for each resource). Then it works to keep resources in that band. When a resource has been saved a set amount past its next upgrade target (say 2,000 or 5,000 or 2% or 5% above), it could be sold by the AI for another resource that gets that resource closest to its target. Some further calculations might be needed to avoid it "hitting" the market too often with too many little sales.

    There are further issues but this is enough to start with.
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