Author Topic: Different AI Types  (Read 1406 times)

Offline Captain Cake

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Different AI Types
« on: February 14, 2010, 12:23:04 pm »
Two friends of mine started up a new game against 2 random AI types, they turned out to be Train Master and Zenith Descendant. They gets their defenses up and one of em rolls into an enemy system to neuter it, the war gate took top priority so everything is booking it over there to ensure its demise. Right after it pops the entire system dies and the AI taunted the players, something along the lines of "Did you really think that would work?".  They accepted that something went on and just went to another system, where it happened again. They aren't against a Scorched Earth AI and theres nothing in the info about this for the Train Master and Zenith Descendant.

What would be causing this to happen?

Do the different AI types have more tricks up their sleeve than the pre-game tool tips lead you to believe?

EDIT: They are about 2 hours in (1:54) and have yet to get a wave sent to either of them.
« Last Edit: February 14, 2010, 12:36:33 pm by Captain Cake »
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Offline x4000

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Re: Different AI Types
« Reply #1 on: February 14, 2010, 01:51:24 pm »
That is very odd, and should not be happening. The ai was a bit messed up from 3.034 to 3.036, though. Maybe if they were using those versions, that was the issue. Very unusual for that sort of thing even in out betas, but at any rate 3.037 resolved the ai weirdness. Let me know if they were on some other version, but in 3.037 I was playing last night and it was working fine.
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Offline Captain Cake

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Re: Different AI Types
« Reply #2 on: February 14, 2010, 02:17:09 pm »
Just checked with my friend and apparently he's using version 3.038. Just updated to it this morning before he played apparently.
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Offline x4000

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Re: Different AI Types
« Reply #3 on: February 14, 2010, 02:39:43 pm »
Okay -- that is helpful.  But I'm not sure what to say, I haven't seen this.  If he has a save that can demonstrate this, posting it would be a huge help.
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Offline Captain Cake

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Re: Different AI Types
« Reply #4 on: February 14, 2010, 02:52:07 pm »
I should be able to upload the replay save in an hour or 2, as soon as I can get it off my friend.
« Last Edit: February 14, 2010, 02:54:31 pm by Captain Cake »
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Offline Lancefighter

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Re: Different AI Types
« Reply #5 on: February 14, 2010, 03:05:31 pm »
there is an AI modifier (nuclear command?) that i believe does that.. perhaps you could post a save for us to look at?
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Offline Captain Cake

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Re: Different AI Types
« Reply #6 on: February 14, 2010, 03:19:33 pm »
there is an AI modifier (nuclear command?) that i believe does that.. perhaps you could post a save for us to look at?

Talking to my friend apparently he turned all options on aside from devourer golems and captive human colonies. I think he also turned on ALL of the AI modfiers. That would make sense for there being no waves and everything dying at a planet. Though it apparently happened twice when they destroyed the warp gates and not the command station. Might be a bug there or maybe just mis-targeting his fleet. Is there any way to check what setting are on from a save file?

Gotta say though, its a little odd that you can enable 2x waves, 1/2 waves and no waves all at the same time. A list box under a heading of something like "Wave Intensity" with options, normal waves, 2x waves, 1/2 waves and no waves would be a little better imo. Or at least pop up an error message. Admittably reading all the options would have averted this problem.
« Last Edit: February 14, 2010, 03:25:50 pm by Captain Cake »
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Offline x4000

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Re: Different AI Types
« Reply #7 on: February 15, 2010, 01:08:34 pm »
Yeah, the problem with the all waves, 2x waves, etc, is that we really don't have the UI space for making a combo box for each one of these.  And it takes about 5x longer to program, etc.  My thinking was that people would actually... read... what they turn on.  If they don't read what the modifiers do, I really can't help them either way, as they'll get unintended side effects since those are really meant to be used sparingly.  I see your point, though.
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Offline Lancefighter

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Re: Different AI Types
« Reply #8 on: February 15, 2010, 11:00:49 pm »
My thinking was that people would actually... read...

How DARE you make an excitingly complex and thought-intensive game and expect people to READ?!

tsk tsk things the things people expect to get away with these days...
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Offline x4000

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Re: Different AI Types
« Reply #9 on: February 15, 2010, 11:11:02 pm »
:)
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