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Topic Summary

Posted by: Lord Xizer
« on: April 10, 2013, 09:23:29 PM »

We did remove the Fleet Commander's buildability. The problem is the game was ignoring literally ALL conventional methods (prerequisites, script lockouts, even removing certain necessary tags), and the game crashes if you delete the entry. In the end we had to remove the Behaviour tag from it, which is why you don't see that happening, however it doesn't make the AI function any differently from when it had them. It's only a factor in a few GCs though, most notably Shadow Hand.

Yes they were the unkillable bug for quite a while I remember. Perhaps simply adding more starting forces for the NR in shadow hand when the player is IR would make the GC a bit more combat involved?
Posted by: Corey
« on: April 10, 2013, 01:18:06 AM »

We did remove the Fleet Commander's buildability. The problem is the game was ignoring literally ALL conventional methods (prerequisites, script lockouts, even removing certain necessary tags), and the game crashes if you delete the entry. In the end we had to remove the Behaviour tag from it, which is why you don't see that happening, however it doesn't make the AI function any differently from when it had them. It's only a factor in a few GCs though, most notably Shadow Hand.
Posted by: Without Reason
« on: April 10, 2013, 12:48:58 AM »

Well, since the AI always throws away their heros anyway would it hurt the AI / GC if I just remove the fleet commander from being built? Or remove the heros?

I'd like to not break the game and/or mod but after spending a lot of time playing a GC and then have it break on me..
Posted by: Enceladus
« on: April 10, 2013, 12:05:29 AM »

The link works fine for me. *Edited Corey's post so it shows up in the post*
Posted by: Eclipse
« on: April 09, 2013, 04:59:49 PM »

403 fordibben
Posted by: Corey
« on: April 09, 2013, 04:53:35 PM »

Posted by: Eclipse
« on: April 09, 2013, 04:48:27 PM »

I know you've already mentioned it but what is fleet commander spwan thing? Sounds like a funny bug really
Posted by: Corey
« on: April 09, 2013, 04:59:00 AM »

It has nothing to do with cash; the AI innately makes more money than the player, so it doesn't need mining facilities. The key difference between the Easy/Medium/Hard levels in EaW is really just a modifier that changes income flow.

The NR AI has some issues in some GCs not because of the AI coding in itself, but because the game is still essentially trying to do the Fleet Commander spam thing. It thinks it's producing all of those, so it doesn't produce much else, and editing the actual AI code won't do anything. The majority of the AI code is in XML files that you can't edit properly. The game just won't load them. There's a few LUA Scripts where you can change some basic stuff, but there's very little modding that can be done to the AI in the game.
Posted by: Mat8876
« on: April 09, 2013, 04:42:56 AM »

I think i know why. They never seem to build many mining facilitys so they don't bring the cash in to build anything.
Posted by: Lord Xizer
« on: April 08, 2013, 08:28:15 PM »

The AI does still build some units I've found...only very few and far between. For instance in shadow hand they only build E wing squadrons.
Posted by: Without Reason
« on: April 08, 2013, 03:32:32 PM »

I'm having the same problem. The NR starts out fine by attacking and building some stuff but then it just stops. Even on the hardest difficulties it just sits there does nothing. I always auto resolve land battles and some space battles that I have no chance of winning. I'll do some testing and see if the AI starts to stagnate after I auto resolve a battle.

Does anyone know how the AI is controlled in EaW? Is it by values found in the ships/buildings XML files or is it done as one huge XML file?

Either way, I would like to play around with the code and see if I can get the AI working a bit more aggressively. If anyone can give me any hints or point me the right direction that would be awesome.
Posted by: Singularity
« on: February 09, 2013, 07:32:39 PM »

Retreating and using auto resolve seems to trigger it.
Posted by: Lord Xizer
« on: February 09, 2013, 02:27:05 PM »

It could also be that the NR is just inherently poorly managed by it's corrupt and weak government that is always slow to respond to any crisis efficiently and this is reflected in it's AI lol. Not that I'm biased against the fools in the so called New Republic.

I remember that the docile nature of the AI is a result of the FC bug but it's still preferable to having hundreds of useless FCs flying around the GC. 
Posted by: Corey
« on: February 09, 2013, 01:51:00 AM »

The NR is still hampered by the Fleet Commander thing causing them to shut themselves down occaisionally in some scenarios.
Posted by: yutpaeksi
« on: February 08, 2013, 11:06:53 PM »

The AI could always use more starting forces. The main problem is that it doesn't consolidate their fleets and move them to border planets. Instead they like to station a few ships at every system. This means that you can grab several systems fairly easily, especially early on. The AI still tends to build things in this order: Golans -> Shipyards -> Ships

However, I imagine that if you give them a bunch of forces, they'll quickly mass a large fleet and hit the player hard. I'm all for that, but other might object.
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