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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Over in AC-General, Mitosu rigged a scenario which had the AI playing unusually well: it built huge squads of choppers, it terraformed, it built (and used) probe foils. Also, because of the way the scenario was set up, the AI was far superior to the human player on the might chart. We've been speculating that the AI may play better when it believes it has a huge lead. Does anyone know if it's possible to rig the might formula? In other words, is there some way to make the AI believe it's winning no matter what (and hopefully make it play better as a result?)
I can think of ways to edit the faction files, but that would require changing the files each time you wanted to play a different faction, which sucks. Is there any way to make the game give extra might points only to the AI players? Are there parts of the alpha.txt that recognize human and non-human factions differently?
[This message has been edited by Helium Pond (edited August 15, 2000).]
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Hm. This forum's pretty dead, huh? Oh well, I'll reply to my own message.
So, here's what I've tried. I modified one of the user-defined techs. I called it Might Enhancement Tech, gave it values of 100, 100, 100, and 100, and made it researchable without any prerequisites. I figured, with those values, it'll be the first thing every AI researches. Then all I have to do is just *not* research it, and the might graph will be properly skewed for the whole game. Unfortunately, I forgot about pods. I went and popped a pod, and got given the might enhancement tech right off.
So, one option would be to never pop pods, which some people advocate anyway, as pod-popping gives the human player a big advantage. That's an option. One thing I wasn't sure of, though: would the game eventually force me to research the might-enhancement tech, even though it wasn't a prerequisite for anything? I didn't play long enough to find out. Plus, you could get given the might-enhancement tech any number of other ways, such as taking over a base.
So I decided to create a second tech, called Might Negation Tech, valued at -100, -100, -100, -100. I figured, with those values, the AI will never research it on its own, right? And the human player can use it to negate the effects of the might enhancement. Well, in the couple test games I started, it didn't quite work that way. For some reason, Zak seemed to research it, and so did Lal. I'm not sure if they got it from pods or just from their own research efforts.
But I did verify that this approach has the desired effect on the might graph: factions with the enhancement had their might shoot right to the top of the chart. Whether or not that made the AI play better, I didn't play long enough to test. I don't really have the time to test that right now. And the might negation tech did work to cancel out the effects of the might enhancement.
So, does anyone have any suggestions as to how to modify this approach? Is there some way to create a tech that the AI will *never* research? Or, conversely, make a tech that the human player can never get? Any ideas?
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Sinapus
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Houston, Texas
Jun 1999 time: 23:13
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quote:

Originally posted by Helium Pond on 08-15-2000 01:56 PM
Hm. This forum's pretty dead, huh? Oh well, I'll reply to my own message.
So, here's what I've tried. I modified one of the user-defined techs. I called it Might Enhancement Tech, gave it values of 100, 100, 100, and 100, and made it researchable without any prerequisites. I figured, with those values, it'll be the first thing every AI researches. Then all I have to do is just *not* research it, and the might graph will be properly skewed for the whole game. Unfortunately, I forgot about pods. I went and popped a pod, and got given the might enhancement tech right off.
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Did you put "None" as the prerequisites or "Disable" as the prerequisites?
I think putting "Disable, Disable" makes it impossible to get ahold of that tech. I'll see if you can give it to a faction by default and see if it ever comes up via pod popping or artifact cashing.
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|"Anything I can do to help?" "Um. Short of dying? No, can't think of a |
| thing." -Morden, Vir. 'Interludes and Examinations' -Babylon 5
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Grigger
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A rather interesting idea. Sinapus: I thought that the whole idea of the Might Negation tech was to make it so that if Roze does give you the Might Enhancement tech, it doesn't affect you. Anyway, I don't think the game itself will ignore items after the first eight, and if you text edit one of the faction files, you will find more on that one line than in those eight slots in Facedit. I think it's more of a recommendation because factions with too many positives and negatives become confusing and boring to play.
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Sinapus
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Houston, Texas
Jun 1999 time: 23:13
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Okay, this is the third time I've tried to post, but I don't see the previous two. If there are three more from me then I apologize in advance.
quote:

Originally posted by Grigger on 08-21-2000 12:33 PM
A rather interesting idea. Sinapus: I thought that the whole idea of the Might Negation tech was to make it so that if Roze does give you the Might Enhancement tech, it doesn't affect you. Anyway, I don't think the game itself will ignore items after the first eight, and if you text edit one of the faction files, you will find more on that one line than in those eight slots in Facedit. I think it's more of a recommendation because factions with too many positives and negatives become confusing and boring to play.
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The main reason why I haven't put the negative might tech is because I've been making other mods to alphax.txt. Sort of a cross between SNAC and some of Alex III's ideas.
Has anyone added more techs to the list, especially since SMACX took up a lot of the User Techs on that list? Had to remove Doctrine: Colonization to make room for the might enhancer tech.
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|"Anything I can do to help?" "Um. Short of dying? No, can't think of a |
| thing." -Morden, Vir. 'Interludes and Examinations' -Babylon 5
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Sinapus, from your play-testing, can you tell if the AI plays better when it thinks it's mighty?
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chatgr
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There is a far better way to make AI play better
A.I is very bad at air power.
So make AIR power much less advantageus.
I play with a modpact that gives chopper at the end game.
Instead of chopper missle is given and cost now same as airplane and also has range of 8
Also make roads movement cost of 1/6
THat way the incretible bad play of aI after air power is balanced.
And finnaly make disadvantage of ground strike for airsupremacy units 90 %
That way A.I decision not to make ground strikes with air superiority units is totaly justified.
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