Quote from the AI War II Design Document
, 1.e.iii "Specific Areas Of Moddability":
In AI War Classic, we called these “AI Types,” but that was really a misnomer in many ways. What AI types (from Classic) and AI Personalities (from this game) actually control is what ships and assets and so on the AI has access to, and how much they prefer pursuing various precoded tactics and strategies.
I would like to open that to debate.
I personally dislike the AI Types in AI War Classic; not their content but the way they are designed and assembled. I already discussed that at length, times ago (here
) and I will just bring a brief list of how I would like to arrange the different "AI Type" parts.
In AI War Classic, many types just make one kind of AI device
much more common. I think it would make much more sense to make a list of all devices "rare" by default and allow players to change each of them to "none" or "everywhere". If Plots are going to be merged with Minor Factions, maybe the devices need a dedicated list in the advanced lobby options.
AIWC's AI Types also define some parameters to make the AI more aggressive or defensive. I think these parameters also deserve to be accessible in the lobby. I already talked about the details of these parameters (aggression/preparation/preemption) and I wont do that again here for brevity sake.
Some AI Types also grant "special powers" to all AI's units. For example, the camouflager and speed racer. These can be Plots, but not Minor Factions, so if these things are merged, there is a need for something new. AI Personalities, why not, but I would like to refine these a bit. Then we have what I named the "unlock packs" in my old post: free ship designs for the AI (all younglings, all cloaked, all something, etc). I would like to see them in a dedicated list, but as there is no real need to be able to combine them, one per AI sounds fine. So an AI personality would grant either a special power or an unlock pack. Special powers will certainly be hardcoded but unlock packs can be easily defined by XML mods. The aggression/preparation/preemption parameters can be both defined per personality in XML and
be accessible for tweak in the "advanced" lobby settings.
So a player would be able to make its own "Dire Threat" AI personality with low aggression, high preemption and DGLair everywhere from the lobby only (without using XML). But then there is no need for actual "personalities" because everything can be built "by hand" in the lobby. What I would rather see would be "lobby scripts": a list of premade settings. When selected, they change the values but don't last. The "Dire Threat" personality wouldn't exist once the game is started: there is just two AIs with aggr/prep/preemp, device rarity, unlocked designs and eventual special power(s).
For the newcomer, there is a list of AI personalities. For the advanced player, they are only a bunch parameters that can be combined in uncountable ways. AI Personalities would be just predefined parameters.