jdog5000
Revolutionary
The BBAI 0.82 thread should probably stay dead, but here is a question about the stock BBAI 0.82. I can see in the code that AI spies in an enemy city are likely to cause revolt if there is a strong stack nearby. That is great. I have some players in Dune Wars who are really looking forward to seeing that happen. (In the Dune novel, one of the most important scenes is where a spy does exactly this.)
What we have observed is that AI spies in enemy cities tend to squander their EP on low value missions like steal treasury and they are never around when it would be useful to cause revolt.
I cannot quite locate the code which runs the low value missions in enemy cities. Is there some provision to skip low value missions and wait? Or does the code greedily take the first mission for which there are enough EP? If the spies could be made a little more patient, I think the DW players would be rewarded.
The AI doesn't save up for bigger spy missions ... spy use was a very random process, though it's gotten a lot better in the last couple versions. The choice of which mission to run is weighted fairly intelligently, the problem is when to decide whether to run a mission at all ... if a spy decides to run a mission and only low value missions are available, it'll do it currently.
It'd be easy to add a threshold which could cause the AI to skip low value missions in certain circumstances, but what are the right circumstances? That's not so clear.
Version 0.83.
Press "End Turn" and the game will crash.
I'll check it out, thanks for the post.
Is there any way to get the AI to assign more value to there UU, most of the time the UU are a fair bit better than the standard unit, Cho's are an example of this as the 2 FS + collateral make them very effective compared to a standard Xbow, it would be nice to see the AI place more value on there UU, with perhaps a bonus added to the AI choice logic, as i feel that many a time the AI does not factor in the advantages many UU offer and were UU do not replace core units they see less use than they should.
Definitely easy to do, though we might need to add a small cache list to store unique units ... right now the AI doesn't know which of its units are unique, and unit value calculations can run many many times per turn.
In principle though a unit isn't better because it's unique. It's better because of the boosted properties it gets. Many of those boosts translate into better ratings for certain UNITAIs, so the AI would build them with higher probability ... but the AI doesn't change the basic ratios of UNITAI types it builds, so the differences may not be very noticeable. The different UNITAI type valuations also take different subsets of unit properties into account, so not all property boosts translate into the AI valuations.