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> running an AI benchmark on symmetrical map...> morgan made a very wise use of weather paradigm Yeah it's a nice map for this. However, the middle island might interfere with some AI pathfinding because all the islands are connected there. It might be a good idea to just remove the fungused middle part. That way it breaks up the land mass into smaller chunks.
> regarding satellites, they still dont prioritize them enough, but they build quite some this time; eg morgan 13/0/13; univ 0/7, rest just a few; somehow no nessus?How long did they have the various techs available? Were they also simultaneously at war with each other?
Probably each of these shortcuts will have to be manually coded and patched in the mod. There's no shortcuts for this (pun intended, hehe). What kind of functions are we talking about here?
Technically it should be possible to run AI-vs-AI tests even if you don't have any active units and are not watching some AI faction directly. You can maybe eliminate the player faction but still keep the game active? It's also much faster to run through the turns when fog of war obscures the AI units.
Also, about this WTP fix for the "force-ending turn while a needlejet in flight has moves left" bug:So essentially that patch jumps over small piece of code in turn_upkeep that would have increased terraforming_turns variable for some unit and then immediately ended the function. Do you know what was the original purpose for this code or is it something entirely redundant? Does this fix have any side effects? The actual terraforming production calculation should be done in action_terraform function.
I added shortcuts that open the queue from the base screen
Quote from: EmpathCrawler on February 06, 2022, 12:04:07 amI added shortcuts that open the queue from the base screenIs it by binary modification? Can you share it?
Definitely I agree that simplifying the ruleset or fixing really unbalanced mechanics should take the priority over crafting some specific AI workarounds for each of the special cases. In some parts I've already done this. It is necessary considering the high time usage in this project also. We're now pretty close to the edge of feasibility when implementing something just by patching the game engine without source code.
#WEAPONSHand Weapons, Gun, 1, 0, 1, -1, None,Laser, Laser, 2, 0, 2, -1, Physic,Particle Impactor, Impact, 3, 0, 3, -1, Chaos,Gatling Laser, Gatling, 4, 1, 4, -1, Super,Missile Launcher, Missile, 5, 2, 5, -1, Fossil,Chaos Gun, Chaos, 6, 0, 6, -1, String,Fusion Laser, Fusion, 8, 1, 8, -1, SupLube,Tachyon Bolt, Tachyon, 9, 1, 9, -1, Unified,Plasma Shard, Shard, 10, 2,10, -1, Space,Quantum Laser, Quantum, 12, 1,12, -1, QuanMac,Graviton Gun, Graviton, 15, 0,15, -1, AGrav,Singularity Laser, Singularity, 18, 1,18, -1, ConSing,Resonance Laser, R-Laser, 5, 1, 6, -1, Bioadap,Resonance Bolt, R-Bolt, 9, 1,12, -1, SentRes,String Disruptor, String, 24, 1,30, -1, BFG9000,Psi Attack, Psi, -1, 2,10, -1, CentPsi,Planet Buster, Planet Buster, 99, 0,32, -1, Orbital,Colony Module, Colony Pod, 0, 8,10, -1, None, ; Noncombat packagesTerraforming Unit, Formers, 0, 9, 6, -1, Ecology,Troop Transport, Transport, 0, 7, 4, -1, DocFlex,Supply Transport, Supply, 0,10, 8, -1, IndAuto,Probe Team, Probe Team, 0,11, 4, -1, PlaNets,Alien Artifact, Artifact, 0,12,36, -1, Disable,Conventional Payload, Conventional, 12, 0,12, -1, Orbital,Tectonic Payload, Tectonic, 0,13,24, -1, NewMissFungal Payload, Fungal, 0,14,24, -1, NewMiss
It's an AutoHotkey script so you'd need to install that, too.
1) Att/Def ratio I'd achieve by changing only weapons stats:
1) Sensor array bonus could be removed from the base defense, it would keep base assault odds at close to vanilla level, while robbing human player of an advantage provided by destroying sensors in preparation for a base assault. Lets say that local base population provides intel about enemy positions, so the advantage provided by sensor array intel is already included in the intrinsic base defense/ perimeter defense.
2) I'd consider an optional adjustable base defense bonus that also optionally could apply only to a base defending against human controlled unit. This setting would provide a game balance option for multiplayer, or an extra optional AI cheat for a singleplayer challenge without crippling AI. I'd set it at 25% to replace sensor array bonus removed from the base defense in the previous step. It would be meant to eventually be applied to AI too, once it'd be tought to not commit to a base assault until it gathers enough units, to be able to finish damaged defenders with a second strike in the same turn and not waste units on unfinished base assault.
1) Vanilla unit cost formula practically forces you into specialized att, or def units like in the Civ series.
2) While getting rid of reactor hit points was crucial, cutting unit cost in half still provides three moments of an extreme advantage, so I'd add an option for reactor to reduce cost by 25% instead of 50%. It'd also be a quality of life change, since it'd increase the reactor 4 units cost over 3 times, there is no depth gained by moving around in late game 30 units instead of 10, the latter only mean less busy work, less AI turn processing time and less likely running into unit limit on large maps.
There is already an alternative cost formula in WtP, but while it works better than vanilla, it's also completely different, while for thinker some slight adjustements to the original formula that wouldn't invalidate players prior experience completely would be more suitable.