Freyr's weakness -1 reply

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Chiletrek

Warriors from Fluidic Space

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8th August 2004

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#21 11 years ago

Hello: Modified AIs can be very cool!, I myself am editing AIs a bit to include the new units I add to the game, so we all use the same goodies (specially newer powerful bioships :eek: ). We just be careful not to add too many new units or the Ai will get slower to keep on going in the techtreees. confused AI --> :Puzzled:




AdmarilRyan

I'm not crazy... Not always

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16th May 2005

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#22 11 years ago

The solution to that is to delete any unnecessary parts of the AIs routine, for example stop them building destroyers once cruisers are avalible. Adding ships to the stock AI is difficult which is why writing one from scratch is generally preferable.




Achilles

I stole fire from the lighter!

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13th January 2003

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#23 11 years ago

I eliminate everything but the few pods for the ships I build. I also use the tech level and build line qty to stop overbuilding of small units or mining stations that obviously wont take.




Freyr VIP Member

A2Files Staff

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6th February 2005

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#24 11 years ago

If you want, I can supply the precise build orders that I use when building a base.

As you have pointed out we won't get an AI to my level, but I think we could make it at least moderately threatening which would be a significant improvement.




Dontai

I want to be like Revenge

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25th January 2006

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#25 11 years ago

damn wow that beats my clan ... well got to go mention it lol!!!! Have you tried it on non stock map since ilmao all stock maps are crap. Ai suck on stock maps. BTW try it with none normal ai setting ilmao (instant build ai) ...

Ps:i could give you map made for the ai, but that could turn out bad?




Achilles

I stole fire from the lighter!

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13th January 2003

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#26 11 years ago

I'll make a map for it, helps if I write the AI to a particular map then I can have them build defensive choke points.

Freyr, I'd be interested to see that, I will attempt to adapt it to the AI but I'd like to see it just for me ;) Borg if you are sticking with them.




Ultimate_Dragon

Expert Forger and Machinimator

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3rd November 2005

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#27 11 years ago

After the FS2 stuff goes up onsite, change the shivan AI to mass freyr with rakshasa's really early. I have a feeling that he can't handle seven or eight Rakshasa's at one time... especially before he gets diamonds out XD As far as stock races go, consider a modified romulan AI, lots of shadow classes + psy beam = dead borg.




Achilles

I stole fire from the lighter!

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13th January 2003

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#28 11 years ago

unfortunately the AI will fire it's psybeams at the detektors you send in first :(




Freyr VIP Member

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6th February 2005

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#29 11 years ago

Achilles;3706050I'll make a map for it, helps if I write the AI to a particular map then I can have them build defensive choke points.

Freyr, I'd be interested to see that, I will attempt to adapt it to the AI but I'd like to see it just for me ;) Borg if you are sticking with them.

For the AI, I suspect the best tactic is one that it can't mess up a great deal. :) It would probably be better to work on Cardassians or Klingons as their best tactics are building stackloads of Galors or Q'rals (depending on race) but since we are working on the borg...

I doubt the AI would handle the Diamonds in a manner befitting a human player, and AFAIK the AI dosen't know how to fuse 8 cubes for a FC so we might as well keep it REALLY simple by staying with assimilators.

Starbase - don't recrew, the crew are needed for initial building work. con 1 - Research Centre con 2 - mining station near high yeild metal starbase - build extra mining freighter and direct to metal moon con2 - shipyard (close to starbase for protection against rushes)

When I do this the shipyard tends to be finished a few seconds before the research centre is finished. The AI may well be slower.

shipyard - 2 borg colony ships, start colonising at earliest possible moment. Beam crew from shipyard and con ships to starbase to get it crewed. You might need

research centre - Autoassimilator beam

shipyard - 6 assimilators for defence

con1 - mining station near dilithium con2 - turret con2 - turret con1 - turret con2 - mining station starbase - 2 mining freighters to assist with dilithium collection shipyard-constant production of assimilators con1 - 2nd level tech con2 - mining stations on other dilithium moons con1 - upgrade centre con2 continues expanding infrastructure starbase - 2 con ships con1 - shipyard upgrade centre - upgrades in this order:- L2 weps, L3 weps, L2 shields, L3 weps, L2 sensors, L2 life support, L3 life support, L3 sensors L2 engines, L3 engines. new con ships, continue to expand infrastructure (aka dilithium/metal mines by different moons- not the same ones!) and build more shipyards until you have 6 shipyards. The colony ships should be in constant use, and it ought to be possible to keep all the shipyards building. I don't do assimilators much myself because I prefer Diamonds, but it certainly works.

shipyards - many more assimilators. If you can do it, set the AI to produce something like 250 assimilators and then build advanced shipyards and switch to massing tactical cubes without the holding beam. I would imagine that if your still alive after 250 assimilators then your probably not going to die from a continuation of the same tactics which means a change is in order. :p

If you can set the AI to attack with fleets of 16 ships then it ought to at least leave a mark.

Now, I would think that an AI that does something along those lines would pose quite a threat.




Achilles

I stole fire from the lighter!

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13th January 2003

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#30 11 years ago

I can achieve a fair bit of this, assigning freighters to specific resource isn't doable. and the research will need to split up amongst building 250 assimilators? is there enough officers to accomplish this number? never mind, I'll have it repeat these lines once so it progresses when they are destroyed.