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Misotu
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Leamington Spa, England
Dec 1999 time: 05:13
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quote:

Originally posted by Ned on 05-06-2001 02:49 AM
So, it might be possible to improve the game by simply making the AI be "less" aggressive. Any thoughts?
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It certainly is possible to do this, and it works too, up to a point. I'm sure loads of people have experimented with this, but to my knowledge, Googlie certainly has.
I have no clue when it comes to the alpha.txt files, but you can create scenarios and set AI priorities in quite a detailed way. I created one (which I must go and finish up) where the AI was incredibly strong, expanded, built, out-researched me and was a *serious* headache throughout. It has taken me a long time to get this together, because I want a scenario that is *almost* - but not quite - impossible. Very difficult - I was surprised to find the difference that quite small tweaks in the AI starting position can make over a game.
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gwillybj
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Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001 time: 00:13
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quote:

Originally posted by Closey on 05-07-2001 10:05 AM
What if you tell them not to build any military units then? Couldn't that work? To have them just working on facilities?
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From the SMAC manual, regarding the Governor's priority settings:"Build. The base disregards most external concerns, concentrating on its own growth, terraforming, and the creation of new facilities."While this will not prevent building military units, the Governor will not choose to do so unless there is no other option. In that case, it will most probably build the strongest defensive unit possible, or an offensive unit if it is a base near a faction with whom you have a Vendetta or Truce. For whatever reason, Worms and Isles (and Locusts), being Psi units, appear to be considered stronger than any other weapon or armor. It seems so to me from what I've seen in my games.
I must admit, though, to having fun watching an enemy's heavily-armed and/or -armored Cruiser sent to Davy Jones' Locker because of its low Psi rating (better yet, a fully-loaded Transport ), or a nasty Shard Artillery regiment go "poof" for the same reason.
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ti oun
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:13
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quote:

Originally posted by SMAC Fanatic on 05-06-2001 07:08 AM
Once I got seventeen transports in one base! Insanity!
I've never seen the AI do that, though. Just my $&^*^%$!$& governors!
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On another topic (IA building choppers) I opened up an old gamefile of a pre-transcendent save, and saw that Deirdre had built 137 transports (and had lost 49). She was in a seemingly neverending vendetta with me (Yang) and my slave, Lal, and constantly was sending over loaded invasion transports, but 137, sheesh.
She also built 18 Planetbusters, but threw most against my ODP shield (although she did nuke a Lal base and a Morgan one, Morgan also one of my slaves)
The nexus numbers were interesting:
Yang (me): 218 land and 242 sea crawlers, 3 transports, 64 Penetrators and 4 Interceptors, 6 empath SAM choppers,
Lal: 1 crawler, 6 transports, 47 empath SAM choppers, (and no, the choppers weren't gifts from me), 17 Interceptors
Dee: 137 transports (lost 49), 50 needlejets, 17 interceptors, 18 Planetbusters (lost 17)
Sparta: 36 transports (lost 12), 2 crawlers, no choppers, 34 conventional missiles, 11 interceptors
(The other factions weren't significant)
The IA could be so much more challenging if only they would produce crawlers. In fact, the only game I've seen where they produced them in numbers was in a playtest of the Roze scenario I designed for CGN, where I seeded each IA faction with 2 bases each with three forest tiles and a crawler working each. After 90 or so turns, four of the IA still had their original six, one had used them for prototypes, Sp's or whatever, and the final one had built another 34, to have 40 when I checked. That was neat to see (and not unexpectedly, was ahead in the power graph)
Ah well, we can dream
G.
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Closey
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Sundsvall, Sweden
Mar 2001 time: 06:13
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quote:

Originally posted by gwillybj on 05-07-2001 11:50 PM
From the SMAC manual, regarding the Governor's priority settings:"Build. The base disregards most external concerns, concentrating on its own growth, terraforming, and the creation of new facilities."While this will not prevent building military units, the Governor will not choose to do so unless there is no other option.
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Ah, true. But you do know that you can specify what you want them to build too, right? Just click that little arrow next to the base name (I think that's where it is) And then un-select all the military units. I'm at work now so I probably won't be checking the details until I get home, but I know that it's possible though. I used to do it all the time when I used them. It's nice to have them building facilities without you having to worry about getting tons of troups and such. 
Edt: Maybe the arrow's next to the Governor button, can't seem to recall right now. But it is there though. 
[This message has been edited by Closey (edited May 08, 2001).]
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Blake
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Brainfallocatione
Oct 2000 time: 17:13
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The specific sub-thread I am replying to is tweaked AI 
I tried a game scenerio setting all AI's priorities to Lotsa Colony Pods, Formers, then I added "BUILD" and "emphasis growth" to the personalities, and in some cases reduced agression. I also set some AI's to team up against human player, and yang and miriam to commit atrocities.
Then I went and seeded the map with forests, putting a couple of forests (of size 4 to 8 tiles) near each AI, I gave myself a smaller forest. In any unihabited areas I planted a forest too. To top it off I gave each player except me and dee (my neighbour) a few boreholes, which would kick in once they had big enough bases & restrictions lifted.
Other than the smaller forest for me, and less favourable start position for me the AI's had no other advantages. Incidentely this SMAC, I play that because it runs faster than SMAX.
Anyway, I played morgan, it's 2220 and I am definetly playing catchup, Yang and Zak both have Advanced Spaceflight (I have spaceflight), the AI's seem to be in some trading pact, and i'm not invited, everyone is getting techs at about 1 every 7 turns, including miriam, but she a bit behind in tech. Dee has been a loyal ally, and I buy tech from her, but the other factions hardly talk to me. Yang has been building infrastructure like crazy, his bases are better outfitted than mine (then again he does have the jungle, lucky chairman). Lal has that northen isle all to himself, he is in the process of starving his bases by building aircraft and running FM. The only SP's I have are Virtual World and Ascetic Virtues. I'm predicting any turn now Yang is gonna launch some satellites. My sky-hydro lab is getting lonely anyway.
Oh yeah, and those forests. They spread like crazy, so fast that the AI hardly had time to put crappy terraforming down. Combined with tree farms the AI's are doing pretty good, and have some large bases in the big forests. Remarkable how much sensible settings and decent terraforming improves the play of the AI's. One change to make the AI MUCH more competive would be to reduce the FM penalty to -2 police, so they can have a military without killing themselves. (player could add penalty, FM to his faction). Another thing would be to give them free treefarms and clean reactors.
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