The sorian PA AI thread

Discussion in 'Planetary Annihilation General Discussion' started by Quitch, December 23, 2014.

  1. Quitch

    Quitch Post Master General

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  2. crizmess

    crizmess Well-Known Member

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  3. jtibble

    jtibble Active Member

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    So it'll be able to put more of its eco toward aggression-defense and aggression-offense?
    radongog likes this.
  4. radongog

    radongog Well-Known Member

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    As long as changes are clever (and not like an AI that starts on an island would never build any vehicle...) I do really appreciate that stuff. And I´m sure you found a clever way! :cool:
  5. devoh

    devoh Well-Known Member

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    Sorian,

    Did you sneak in a fix for this? http://exodusesports.com/news/balance-changes-pte-77337/
    Quitch mentions AI not suiciding in an orbital transport :D
  6. Sorian

    Sorian Official PA

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    It wont change the fact that if the AI arrives at a planet and happens to arrive over your base, they will probably die. This should help prevent them from choosing to arrive at your planet in the first place. Not a guarantee (since the AI doesn't cheat), but should be a bit better.
  7. theseeker2

    theseeker2 Well-Known Member

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    Maybe they should only move to a planet if the landing area has been scouted.
  8. Sorian

    Sorian Official PA

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    That is kind of what I changed.

    The behavior before was to look at the difference between the time a planet was first occupied by an enemy and the last time the AI had recon of the planet.

    Now, the AI looks at the difference between the time a planet was first occupied by an enemy and the last time the AI had full recon of the planet.

    I am also checking in a change to have the AI look for anti-orbital threat at the potential landing sites.
    Tripod27, devoh, Remy561 and 3 others like this.
  9. FSN1977

    FSN1977 Active Member

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    Why send The commander, Why not just A engineer. Let The com stay in its base, And be safe.
    Last edited: January 28, 2015
  10. devoh

    devoh Well-Known Member

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    The Ai had already lost 5-7 orbital fabbers, that it sent to my planet, so it should have had some intel. I could have understood the behavior if had zero intel and decided the risk was too great to stay on its planet. I can't wait to try the new pte build later, thanks!
    Last edited: January 28, 2015
  11. Going4Quests

    Going4Quests Active Member

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    This yes. I always wondered aobut it too when I saw it in situations where the commander was totally safe...
  12. mjshorty

    mjshorty Well-Known Member

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    PTE Report (patch the latest version or the one before that...)
    The Good ~~
    bravo, AI is evil, it now successfully uses Air AND creates multiple naval factories and aggressively uses its navy to win, the amount of times AI builds land factories has greatly dimished, but you still need to have the factories only build submergable units like the dox, because the other units are pretty much useless like grenadiers and tanks (even if the AI built only 1 bot or vehicle factory, it shouldnt be building land only units (exception: Fabricators)
    AIgreatnavyuse.png
    The Bad ~~
    AI sucks with orbital, i have delved deeper with it and lo and behold! AI may now use gas giants, but is absolutely miserable with them! Here we have 3 AI on 1 gas planet, what do we get? 2 AI building only 2 jigz each, and building tons of orbital factories, with no eco to really support, and it gets better! they use the orbital factories to build radar (which they deploy to other planets, ok good) SSX laZorZ and solar panels, and no fighters or fabbers,
    here we have a bunch of orbital stuff sitting next to eachother giving fistpumps to eachother.
    AIsucksatorbital.png
    ~~ Other Stuff
    When an AI is alone on a planet, it does a pretty good job at quickly getting an orbital factory and radar up and spreading to new worlds, but it should honestly build more orbital factories (2-4) and produce fighters, because AI is really bad at taking the orbital layer of...anything, and tends to run 3-4 fighters into 1 anchor (where they should take like 20)
    Also AI isnt that great at expanding really fast when it understands it has taken its own planet, and should also initiate a "Hunker down" mode where it starts to build a lot of ground defenses everywhere to prevent enemy orbital invasions.

    ~~AI kinda scews up on an island (happens only 25% of the time now though, so its a bit more minor)
    AIstillsucksonlakes.png
    Remy561 and stuart98 like this.
  13. MrTBSC

    MrTBSC Post Master General

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    confirmed ...

    in my last match it built tanks ... no ships nor air at all ...
  14. maxcomander

    maxcomander Active Member

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    It get's me here and there also. Sorry wasn't trying to to say anything bad about the ai it's been really cool watching it develop, more that I'd like to see other's dev's doing the same.
    cdrkf likes this.
  15. devoh

    devoh Well-Known Member

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    @sorian did the change get reverted? The commander is back to running from his planet as soon as I unit cannon some guys on his planet to knock out a control module. He has sent multiple orbital fabbers, so he has some intel and knows there is 0% chance he will be able to land. :( It's delayed AI suicide, waiting till he gets to your planet and instantly gets shot.
  16. theseeker2

    theseeker2 Well-Known Member

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    I've seen a bit of an issue where the AI really wants to build a naval factory in his neighborhood pond, but I had built an anchor over it to deny him access. The AI proceeds to walk his commander repeatedly back and forth to the pond to build the naval factory, and eventually dies. I am not sure if the AI built an orbital radar, but it should probably try to run away if the commander starts getting hit.
  17. burntcustard

    burntcustard Post Master General

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    From what I can tell, the AI commander has no knowledge of Anchors, so loves getting it's head zapped. Makes them a bit OP against the AI early game in Galactic War ^^
    igncom1 likes this.
  18. galaxyisos

    galaxyisos Member

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    i played very large games 2700 radius against 2.7 econ rate ai player.it seems like AI max built count locked at 1500 mobile units.?? how i can get rid of that cap?(if any)
  19. Sorian

    Sorian Official PA

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    It is a hardcoded limit that I was told to add a while back.
  20. squishypon3

    squishypon3 Post Master General

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    Uh oh everyone explode at Sorian for adding a unit cap.. :p

    (Joking Sorian. :) )

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