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Maniac is offline Maniac
Emperor
Gent, Belgium
Jul 1999
time: 06:37
  Old Post 23-08-2005 06:46
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#1 Report this post to a moderator
Two ways to boost the pirate AI Support Apolyton

I don't know if this is common knowledge, but in case it isn't:

I've found two ways to improve Pirate AI performance.

Currently the sea former basic unit is disabled. If you enable it and set its prerequisite to Centauri Hydrology (SMAniaC) / Doctrine: Flexibility, they'll build lots of them. Before I did this, the Pirates didn't build a single sea former, despite setting their AI strategy towards building lots of formers.

A second thing I noticed is that the Pirates often build colony pods but then just let them sit in their sea bases, even if they have transports capable of ferrying them to land. This problem can be solved by giving the colony pod basic unit amphibious pods. So they can independently move from coastal sea bases onto the land.

Last edited by Maniac on 23-08-2005 at 06:52

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:37
  Old Post 25-08-2005 19:02
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Re: Two ways to boost the pirate AI Support Apolyton, buy Civilization 2

quote:
Originally posted by Maniac
I've found two ways to improve Pirate AI performance.

A second thing I noticed is that the Pirates often build colony pods but then just let them sit in their sea bases, even if they have transports capable of ferrying them to land. This problem can be solved by giving the colony pod basic unit amphibious pods. So they can independently move from coastal sea bases onto the land.


You can then adjust the cost via the alphax.txt file such that the unit costs the same in mins as a basic CP. Only problem here though is that the amphibious pod can then be retro-engineered off of the CP and onto other units (which really is insignificant given the advantage Maniac is talking about). The other issue here is that the Pirates always start out in the middle of the sea, so even giving the CP's Amphibious Pods won't help for a lot of Pirate bases. One thing I have done for the Pirates in games I've set up is to start them in archapeligos, which on a SMAX map is a 50/50 maze of land/sea tiles. This then gives the Pirates a significant advantage over their traditional starting position (i.e. open water where attack can come from any direction) as an archapeligos, what with its maze of dead ends and misdirections, significantly favors the defender. This, now coupled with Maniac's idea of Amphibious Pods for CP's should significantly alleviate this problem for an AI Pirate in a CMN'd game.


D

Maniac is offline Maniac
Emperor
Gent, Belgium
Jul 1999
time: 06:37
  Old Post 27-08-2005 00:52
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Re: Re: Two ways to boost the pirate AI Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by Darsnan
Only problem here though is that the amphibious pod can then be retro-engineered off of the CP and onto other units


Only humans can do that, so a house rule like is common with regards to the probe team design can easily solve that.

quote:
The other issue here is that the Pirates always start out in the middle of the sea, so even giving the CP's Amphibious Pods won't help for a lot of Pirate bases.


It's my impression that except for the first base, the Pirates always seek to establish their bases right next to the coast. However as you say for CMNed games with archipelagos this isn't an issue.

I observed btw that the amphibious colony pod only moves on land when the Pirate AI doesn't have a transport in the base. If there is a transport present, both the transport and colony pod just stay put in the base...

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:37
  Old Post 27-08-2005 02:15
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Re: Re: Re: Two ways to boost the pirate AI Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by Maniac
I observed btw that the amphibious colony pod only moves on land when the Pirate AI doesn't have a transport in the base. If there is a transport present, both the transport and colony pod just stay put in the base...


Oh, if you really want something that'll absolutely drive you batty as a Creator, give a Faction the free Amphibious Pods Special Ability (available upon discovering Doc:Init). So far the AI's I've played with will then completely avoid researching Doc: Init! Its one of the few times my wife has come into the den and caught me argueing with the computer....


D

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 27-08-2005 03:28
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Support Apolyton, buy Civilization III: Complete

Will you bloody built those f****** amphi attackers now and stop pretending Doc: Init doesn't exist anymore, you damn NEED those frelled cruisers you know!!

Pricesess!

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:37
  Old Post 29-08-2005 15:00
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#6 Report this post to a moderator
Increase Your PM Length

quote:
So far the AI's I've played with will then completely avoid researching Doc: Init!


They know they will crush then!

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