Thanks, very insightful. Here is another one. If a ship has multiple weapons with different ranges the ship will tend to keep engagement range equal to that of its longest range weapon. Other weapons come into play only as ships maneuver into that arc. The AI makes no account for DPS of a weapon only that it is in range or not. Thus if a ship had two weapon types, one was long range and one was short range the short range weapon would only rarely be used.
Darvroth
TobiWahn, Was doing some AI testing and noticed the Narn were not making use of the black market. Does BlackMarketBuyPriceAdjustment simply alter prices on the black market or does it allow access to the black market? If it does not allow access then we need another ResearchFloatModifier.
[quote who="Delnar_Ersike" reply="108" id="3479315"]I would've looked into the capital ship thing as well, but I haven't figured out how to make the first capital ship not free: I've looked in gameplay.constants, the various capital ship entity files, the capital ship factory entity file, and the capital ship research entity files, but have yet to find a boolean I can toggle to make the first capital ship cost resources the same way they all do.[/quote] Make the capital sh
[quote who="cybertx" reply="4641" id="3479331"]They(Vorlons, Shadows and Minbari) don't expand as fast as the other races, I think that's due to the AI, the AI always try to colonize the asteroids first(even if it has an ice planet next to it) by consequence they can't since they haven't done any civilian research.[/quote] It is definitely the AI. Both have partial labs in their capital ships with minimal research effort. I've also been thinking about the quest for
TobiWahn, Since the AI prioritizes the titan and will research anything required to get it. I'll look into spreading the TitanConstructionCap across the key techs for each race. This will significantly increase the chance that those key techs will be researched and will increase the chance that precursor techs will also be researched. I'll need to prove the required route with some testing but I think this may help quite a lot. Edit: The AI also seems to
TobiWahn, Sent you a large commit.
Reducing strike craft maxSpeedLinear to that closer to the frigate maxSpeedLinear leads to extreme of the gravity well tail chases. We have not completely solved the problem but ensuring enough rear firing weapons helps tremendously. If a faction does not have strike craft it has been observed to stop firing at nearly dead ships. Abilities can mitigate to a point. Addition of strike craft immediately resolves the odd AI behavior. If not granted the "free" capital ship and not
Hael-sose, I particularly like these: <a id="irc_mil" style="border: 0px currentColor; border-image: none;" href="http://www.google.it/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&docid=VXLWWcmvEEtbzM&tbnid=ASqaPbQwpDuKHM:&ved=0CAUQjRw&url=http%3A%2F%2Fwww.redorbit.com%2Fnews%2Fscience%2F1112793006%2Fman-made-noise-makes-marine-crabs-cranky%2F&ei=_ULBU-GQJ87CPPfxgZgO&bvm=bv.70810081,d.d2k&psig=AFQjCNGMnmLzpIa
Thanks for the info. You're observations have cleared up several annoying AI behavior issues. As to having exhausted things to look at the SotYR mod radically alters things and as a result we have encountered some unique AI behavior items. There is more to find in the code but it means looking beyond the SoaSE foundations.
Delnar-Ersike said: EDIT #2: Some missionTypes are more equal than others. If you redirect certain missions to certain other missions, the AI will bug out and not know what to do. A nasty side effect is that its mission queue keeps growing, meaning you'll get ungodly lag within a few minutes of gameplay. Hmmmmm, I have not directly made changes to mission offerings however I've also never checked that changes I've made have impacted the mission queue. Cybertx for those gam
Due to set-in-stone ideal resource allocations and the fact that only Credit spending is kept track of, the AI will prefer ships and structures that cost less credits but more metal and/or crystals over those that cost more credits. This observation will force me to do some additional work on ship resource costs. And also explains some AI spending behavior. A lower credit cost ship (disregarding any additional costs required to overcome metal and
If aiUseTime is set to Always on the explore ability, the scout ships will waddle back and forth between trying to scout a gravity well and trying to assist an allied fleet; though this is still no solution, it is better than nothing, and there is little modders can ultimately do to fix the scout grouping bug. This is precisely why I created the Shadow Assault Scout. Shadow Scouts while dangerous can not be counted on to be useful as combat ships
[quote who="Hael-sose" reply="4631" id="3479066"]Good Job at testing! We really should do a FFA with eachother Meanwhile, latest work on Shadows, a cruiser (flagship/scout controller/envoy?) and a small but armored one (corvette). I'm wondering about Shadow orbital structures but perhaps first continue with boxed models.[/quote] I'd love to, perhaps once the next build is up as it fixes a lot of issues. Since there are still open tickets there are issues yet to resolve b
boshimi336, Thanks the site has changed since I first read it. We have definitely seen this behavior in the AI and is a source of endless frustration: Once a titan is in a build list, it is hardcoded to have a higher priority than even capital ships, so gathering enough resources for it usually is not a problem for the AI. Since SotYR titans are all late game and are high resource, (this is esp true for the Vorlon and Shadow
TobiWahn, EA Victory hangs when ~80% complete even when all prerequisites and resources are available. I've tweaked a lot of the variables to no obvious effect. An EA Victory can be spawned but it won't finish building via the titan factory. I've no idea what is causing this. Edit: Gah, this engine might just yet drive me to drink. Issue resolved.
Thanks to Cybertx who behind the scenes is doing good work chasing down and verifying the existence and nature of various bugs which has thus far proven very helpful in correcting and documenting the issues in the latest internal build.
Vorlon and Shadow corvettes are dangerous to large frigates and capital ships but are generally overwhelmed by Younger race corvettes due to the superior firing arcs of those ships. I'm still tweaking but can state the following: Shadow Assassin = 5 log points (down from 6) Shadow Assault Scout = 15 log points Vorlon Heavy Drone = 7 log points (I'm still playing with this as the results are very inconsistent thus far). Edit: Decided on 8 log points for
Testing is going well, found and corrected many minor and several major bugs. Will send a commit shortly. Edit: I am my own worst enemy...
[quote who="macedeathwalker" reply="4620" id="3477030"]yea my main problem is i think this is a old copy of sins, it doesnt have a mods option. and i am not finding anyway to update it[/quote] The folder pathing for mods changed for Rebellion, but was consistent for SoaSE, Entrenchment and Diplomacy. I don't have the path for Trinity handy but for Rebellion it is: C:\Users\UserName\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82
[quote who="TobiWahn_Kenobi" reply="4618" id="3476696"]I do want to release a rebellion compatible version for this summer. What needs to be done is get it to not crash on enabling all victory conditions and no minidumps. Then we can release it with whatever content we have finished.[/quote] Working it, one bug at a time. The problem is some are serial in nature and can be cloaked or hidden by a more obvious bug. Also, not all bugs result in a crash, odd AI behavior also fits my
[quote who="furyofthestars" reply="4613" id="3476461"] you're actually using two or three different races' units all operating under the same banner. Hope that makes sense. [/quote] It does and we did consider it as possible future growth. Honestly, the last review was 2 years ago and we've made great strides since then but there remains much on the current to-do list.
[quote who="Hael-sose" reply="4606" id="3476152"]I noticed the Narn Sho'kar was still a cubic placeholder, I've created a now model for that (with placeholder textures), I hope this is the canon model?[/quote] Looks very Centauri like, which since the Narn used available parts makes sense. The following link confirms your revision is good: <a id="irc_mil" style="border: 0px currentColor; border-image: none;" href="http://www.google.it/url?sa=i&rct=j&q=&esrc=s&s
[quote who="furyofthestars" reply="4609" id="3476308"]Looking through some of this, that reminds me... if you guys really want the Shadows to be playable, don't forget that they had "allies" of their own (ie, Drakh) and you could very easily "combine" them together to give you the ships you need.[/quote] We considered the Drakh, League of Non-Aligned World races among others but there is so much effort remaining just to install the core races that those secondary efforts will have
[quote who="Hael-sose" reply="4606" id="3476152"]Also, I couldn't resist making up some Shadow vessels. There's so few canon models, not enough to cover all roles (siege, seeder, etc) so I'm experimenting some. Here's some samples, tell me what you think. http://i60.tinypic.com/10s51jp.png[/quote] I like this one; I immediately thought it would do well as the Assassin, which fills the corvette role. [quote who="Hael-sose" reply="4606" id=3476152"]<a