The Big Question - How Does The AI Choose Which Units To Build?

ozymandias,

I proceed to find a idea that would force AI to
build naval units in ACW.

My next experiment will be giving some naval units
special cap. Maybe that will work. It remains to see.

Best Regards


Rocoteh
 
Originally posted by Rocoteh
ozymandias,

I proceed to find a idea that would force AI to
build naval units in ACW.

My next experiment will be giving some naval units
special cap. Maybe that will work. It remains to see.

Best Regards


Rocoteh

:thumbsup: I like it! -- Blitz for confederate raiders and ironclads? (Oh, and BTW, give me a day or 2 for that naval OOB :D )

Best,

Oz
 
Yeah I did a test with the same stats as before but with the dive bomber having a cost in shields of 100 and a ROF of 2. The results were that the AI didn't build any of the dive bomber.
 
Originally posted by Meateater
Yeah I did a test with the same stats as before but with the dive bomber having a cost in shields of 100 and a ROF of 2. The results were that the AI didn't build any of the dive bomber.

So the AI doesn't have the intelligence to "see" that the dive bomber is the only carrier-based option ... interesting ... Especially as, on the surface of it, it would lead one to beleive that the AI DOES care about Range/MF, when most tests seem to indicate otherwise.

-- I'm going to be out of town until Saturday the 8th; of course there'll be some time for excitement (and testing!) of Conquests for a week or two -- then I think it'll be time for me to grind through these flags and options and see what the AI is actually programmed to produce ... *sigh* ... not much fun but I think the payoff in knowledge is well worth it. :)

Best Regards,

Oz
 
ozymandias,

So I created the "super-ironclad" for ACW:

Blitz
Radar
Invisible
Detect Invible
Lethal Land
Lethal Sea
HP 15 Bonus
Low shield cost

Can AI abstain from building such unit?
Yes it can! It prefers building volunteer infantry...
Let us look forward to Conquests.


Best Regards

Rocoteh
 
Originally posted by Rocoteh
ozymandias,

So I created the "super-ironclad" for ACW:

Blitz
Radar
Invisible
Detect Invible
Lethal Land
Lethal Sea
HP 15 Bonus
Low shield cost

Can AI abstain from building such unit?
Yes it can! It prefers building volunteer infantry...
Let us look forward to Conquests.


Best Regards

Rocoteh

... Munch's famous painting "The Scream" comes right to mind. So much for the flag-by-flag testing -- :cry:

I think I/we should distill our testing down to a few simple test cases to run on Conquests, and the one you just described sounds sadly perfect ... If Conquests still prefers the Volunteer Infantry, then I think the technical description of my condition shall be "at my wits' end".

*sigh* -- I'll check in when I get back on the 8th.

As Ever, All the Best,

Oz
 
ozymandias,

Good to see that you are back.

You were right.

Reading the first posts on Conquests, it seems
like it will be possible to produce naval units in ACW
using Conquests.

Best Regards

Rocoteh
 
Originally posted by Rocoteh
ozymandias,

Good to see that you are back.

You were right.

Reading the first posts on Conquests, it seems
like it will be possible to produce naval units in ACW
using Conquests.

Best Regards

Rocoteh

Hi Rocoteh!

Sadly, I'm back early due to business :( ; happily, I was able to pick up Conquests :D . I literally just had a glance at the editor -- much cool stuff; I already found a bug :crazyeye: -- BUT ANY IMPROVEMENT can be made to produce ANY unit with a turn frequency set by the modder! :thumbsup: Firaxis, Atari, et. al.

Best,

Oz
 
ozymandias,

I will probably get Conquests 2 weeks from now.

3 weeks from now I hope to launch ACWRocoteh 3.9,
Conquest version.

For the first time then since ACW was launched February 19,
AI will produce naval units. I have also read that its now
possible to let units start fortified.

This will make the so called "FBT=First Boring Turn" history.


Best Regards

Rocoteh
 
Originally posted by Rocoteh
ozymandias,

I will probably get Conquests 2 weeks from now.

3 weeks from now I hope to launch ACWRocoteh 3.9,
Conquest version.

For the first time then since ACW was launched February 19,
AI will produce naval units.

:beer:

I have also read that its now
possible to let units start fortified.

I THINK so -- there's a new overlay called "barricade" (separate from "fort") and I can't find it on the "General Settings" tab -- maybe a new depiction for fortified units??

All The Best,

Oz
 
... Oh and another piece of good news -- in Conquests, several Civs have up to FOUR AI build preferences checked -- which is better than three yet nevertheless makes me suspect four is the max without screwing up the AI (which would jive with some algorithmic complexity theory I've been reading recently, but that's another story entirely ... :crazyeye: )

Best,

Oz
 
ozymandias,

Four AI build preferences. Sounds good.
Let us hope the impact also have increased...

BTW: Is the Hitpoint bonus still max 20?
This is important with regard to ACW.


Best Regards

Rocoteh
 
Originally posted by ozymandias

I THINK so -- there's a new overlay called "barricade" (separate from "fort") and I can't find it on the "General Settings" tab -- maybe a new depiction for fortified units??

All The Best,

Oz
The Barricade is an advanced fort.
 
Originally posted by mrtn

The Barricade is an advanced fort.

Gracias! :) -- but where are its stats found / modifiable? -- And, "advanced" in what way? As I mentioned, I didn't see any reference to them on the "General Settings" tab.

Thanks, As Ever,

Oz
 
The bonus is cummulative with the fortress. I think that the functions have been modified since I saw it last, so I can't really tell you more about it. :crazyeye:
 
ozymandias,

With regard to Conquests and ACW:

Is it a correct concluson to say that the naval problem
in ACW now is solved?

That is: You can now with Wonders force AI to
produce naval units?


Best Regards

Rocoteh
 
Originally posted by Rocoteh
ozymandias,

With regard to Conquests and ACW:

Is it a correct concluson to say that the naval problem
in ACW now is solved?

That is: You can now with Wonders force AI to
produce naval units?


Best Regards

Rocoteh

Hi Rocoteh!

YES, IT'S TRUE!! - an improvement can now be set to turn out one type of unit at whatever # turns frequency you set.

-- Now if I can only figure out how to load a partly-developed PTW mod into Conquests and have it work ... the "converted" .biq uses the new editor, but cannot find the new Civs & units. Furthermore graphics are a problem -- the root of the problem seems to be that the Scenario Tab search path still points to a PTW root which Conquests doesn't recognize ...

Believe me, I'm posting this one everywhere I can, hoping for help and/or answer -- I even emailed Atari tech support. I'll keep you abreast.

Best Regards,

Oz
 
Are you people saying that the AI prefers units that cost more? If that is so, then should "special" support units be made to cost less than "standard" grunt units, in order to prevent the AI from building hordes of those support units and only some regulars? And is it true that the AI doesn't care about unit stats (if there are no special flags)?

For example, if I add a machinegunner unit to the game - designed to accompany infantry (eg. 1 machinegunner per 3 infantry) - I should actually make the MG units cost less than the regular infantry?
 
a few pages back I have some good empirical data posted with good controls. It is a good base. Basically, all things considered equal, the AI prefers an offense/defense flag ratio of 1:1, after 2 spearmen per city have been built.
 
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