Convincing the AI to build late-game CRs

Share your mods and tricks of the trade here.
Post Reply
Reiver
Posts: 68
Joined: Fri Jul 17, 2009 7:17 am

Convincing the AI to build late-game CRs

Post by Reiver » Sat Apr 15, 2017 1:11 pm

Hey folks,

I suspect this may be a question a few years too late for there to be much expertise remaining, but I've got to try anyway!

Is there any way to help persuade the AI to keep cranking out cruisers lategame in their battlefleets?

I'm working on that would leave all DN mission sections with the equivalent of a CR CNC capability... and DNs point costs raised enough that you only get the one at a time, so they become the centrepeice of your fleet. That is, if a DN costs 100 command points, each 'normal' DN provides 118 command points - enough for the DN and three or four escorting cruisers, and none of these need be the CNC version of old, either. Explicit command DN sections scale up accordingly as well, so what they trade away in firepower they make up with angry hordes of escorts to nip at their foes. ;)

The problem: I've noticed that the lategame AIs start to focus very, very heavily on DNs - which is a problem for a mod that severely limits their deployment count. So I'm trying to encourage it to get more CRs built even at the end of the game, even if I can't get it to field mixes of DEs (which is honestly fine; it's not like I'm bothering with them either. ;) )

I'm looking at the AI construction suggestion configs, and wondering if simply taking out all the DN sections from the 'default' combat list would do it - and instead loading them all as options into the CNC list, so that cruisers count as 'combat', even as DNs show up as CNC.

Would a trick like this work, like, at all? It's pretty tedious to just try-and-see, given I have to have a late-game DN-capable AI building fleets, /then/ let them build a /new/ fleet and /then/... etc, etc, so it seems worth asking ahead of time. ;)

Anyone?

Warcat
Posts: 1106
Joined: Sun Apr 30, 2006 4:32 pm

Re: Convincing the AI to build late-game CRs

Post by Warcat » Wed Apr 19, 2017 10:07 am

Reiver wrote:
Would a trick like this work, like, at all? It's pretty tedious to just try-and-see, given I have to have a late-game DN-capable AI building fleets, /then/ let them build a /new/ fleet and /then/... etc, etc, so it seems worth asking ahead of time. ;)

Anyone?


For testing pourposes, you may give all the techs (well, all the techs you need to test) from the very start and see how the AI manage it.
You will save a lot of testing time.

Unfortunately I doubt AI will change its love for late game DNs by nerfing the CP system. I suppose AI will end fielding just a DN or two while having dozen of them in the combat queue.
Maybe forcing the game to have just one DN at a time, by placing the flagship status for every DN section, could work. On the downside, there will be no more late game DN battles, but just two hull tiers (DEs and CRs) plus a capital flagship.

Alpha Centauri
Posts: 812
Joined: Fri Apr 06, 2012 5:30 pm

Re: Convincing the AI to build late-game CRs

Post by Alpha Centauri » Thu Apr 20, 2017 9:03 pm

Really - that's a wonderful idea to try to force the AI to build mixed fleets and limit DNs to one-per-active-fleet.

...but I do believe that the game engine won't handle it. You can try! But I expect that the underlying assumption of "once you have CRs, build CRs, and once you have DNs, build DNs" is baked into the AI code in the Mars.exe.

Reiver
Posts: 68
Joined: Fri Jul 17, 2009 7:17 am

Re: Convincing the AI to build late-game CRs

Post by Reiver » Sun Apr 23, 2017 11:57 pm

Hrm. I was worried about such, and mostly hoping that I could wrangle the thing so that it'd want to build DNs... and then find it didn't /have any combat DNs to pick from/ and so default to cruisers instead.

If that's not gonna work though, well, pity. I'll take a look anyway, though.

So how do I give the AI so many techs it starts with DNs? IIRC the basic game can let you buy up to Fusion, but that's still quite a few techs away from a handy test platform.

Warcat
Posts: 1106
Joined: Sun Apr 30, 2006 4:32 pm

Re: Convincing the AI to build late-game CRs

Post by Warcat » Mon Apr 24, 2017 1:37 pm

Reiver wrote:So how do I give the AI so many techs it starts with DNs? IIRC the basic game can let you buy up to Fusion, but that's still quite a few techs away from a handy test platform.


You need to mod the mastertechtree file found in the sots.gob file - a renamed zip file. Sots1 wiki contains many useful infos and tipa regarding basic modding btw

Post Reply

Return to “Modding”

Who is online

Users browsing this forum: No registered users and 7 guests