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AI and ship changing


Chimera
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Does the AI recognize ships/ship cards or does it operate by ship slots?

 

Basically, can it recognize and deal well with new ships, or is it programmed to respond to ship slots? I think it is probably mixed, and was wondering if anyone knew when and where it only uses the ship slot to decide something versus the actual ship statistics. (Ie. you put a SSD into the Galleon slot, and tries to build 10 like it was building Galleons. Or in battle it sends the SSD against fighters instead of capital ships, etc.) I've noticed it seems to respond to ship cost (will build more DS if cheaper) and will load up a fleet to close to capacity once the fleet is built, so it can kind of recognize troop capacity once they are built. My major concern is that it has fleet construction recipes (like 2 transports for every capital ship) that are slot based, not statistic based. I haven't seen too many SSDs directed at Y-wings versus Mon Cals.

 

Any eye-witness accounts that could help? (wish we still had that side-switching program that let you see the AI in action)

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Well, it also seems to prefer those with better detection rating, the same goes for the fighters.

I think it decides in that order : needed resources -> detection rating, ...

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....hmmm..I have the impresion that if wee stare enough with the ResHack at the game .dll's we will crack some useful data...we can do that by comparing diferent ships info codes or cards types....also use RebEd and see how the code is changeing....I suspect that guy's ho made RebEd knew more about the code that they ever told us.....

 

Second ...How the detection works on a ship, Mask ?

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detection rating? Interesting priorities....

 

So, the AI "thinks" every once in awhile, huh? I wonder how the programers tried to get it to make a balanced fleet... Big ships - plus - troop carriers - plus Anti-Fighter ships... - plus Interdictors.

 

Your detection rating observation sheds light on why I've seen fleets of Interdictors before. I thought :roll: that Interdictors can yank ships out of hyperspace for inspection, so they should have the largest detection rating.

 

The AI must have thought it had died and gone to heaven.... all of these cheap high detection rated ships 8O . Surely, this must be the fleet to end all fleets!

 

Then I killed them all :twisted:

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The detection rating adds to the chance of finding out about enemy missions to that planet, or against the ship itself, ...

 

Yes, it seems to follow this scheme, the stats and the cost let it decide what to produce. If you think about it, it's a simple enough algorithm.

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  • 3 months later...
Whenever I play as the Empire I always seem to end up facing fleets of Escort Carriers, Bulk Cruisers and Corellian Corvettes, no matter that I mod in for the Rebels. Either the AI doesn't like my MC-90 Cruisers (which are realistically priced and everything) or I'm doing too good of a job of destroying the Rebels resources and preventing them from being able to build big ships. I've let Rebellion run overnight (300 in game days or so went by before a battle game up, and stopped the game) and I'm still not seeing heavies. My next step is to take over Yavin 4, set it up with construction yards and then pull off so the system reverts to its Rebel leaning and see if that will jump start the AI.
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Here is a short thread from when I asked this question: http://www.swrebellion.com/postlite465-.html, although it doesn't say much the_mask hasn't.

 

I'd suggest working around it by assigning special values for just the AI to use. If you make the heavy ships just barely more expensive than the lighter ships, human players would take advantage but it might be just enough to nudge the AI to buy a few.

 

Then make different values for when you play the other side or against a human opponent.

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