Author Topic: AI Shared Ship Type Unlocks  (Read 779 times)

Offline TechSY730

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AI Shared Ship Type Unlocks
« on: October 08, 2012, 12:36:22 am »
Anyone else noticing the two AIs getting the same unlocks on game seed very frequently? I'm not talking about the unlocks get through the course of the game, nor the AI type specific unlocks, but rather the random unlock they get?
For me, both of them seem to be getting whatever AI player 1 unlocks, and only AI player 2 gets their own unlock confined to them. (Note, this implies that, in effect, the second AI gets TWO random unlocks.) I will need to test further to be sure, but seeing this sort of "one type is shared between both of them" type behavior over the last 3 games I started recently seems odd.
Anyone else have any observations about this? Either for or against some sort of oddity with their initial picks going on?


On a related topic, for the unlocks they get through the course of the game, they seem to be the same as well (they unlock the same ones at every unlock point). I understand why this was, it mirrors how human players all get the same unlocks from ARSs. However, now that human players can now get different unlocks (through hacking), could it be made such that there is a chance that the AIs will pick different unlocks?

Offline rabican

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Re: AI Shared Ship Type Unlocks
« Reply #1 on: October 08, 2012, 03:14:16 am »
Ah yeah noticed something like this. Although i don't think they simply share ship types. Its mostly special forces issue i think, the ship types bleed between the AIs there. They don't each send same type of ships in waves, and i don't think they reinforce with same type of ships either. But special forces definately have same ships.

Offline keith.lamothe

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Re: AI Shared Ship Type Unlocks
« Reply #2 on: October 08, 2012, 10:23:53 am »
Yea, there's crossover with the special forces (though actually it was just always using the first player's types, not the second player's, fixed) and the actual player number assigned to the unit is based on which post the thing is actually spawned at.

I'll fixed it (all this in my working copy, thus not in the notes yet) to use the other player's number if the post's owner doesn't have the corresponding type, so it won't "bleed over" like that in the future.

CPAs would have had this issue too due to the contributions from the strategic reserve, and I've fixed that up too, now.

Thanks :)
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