The sorian PA: TITANS AI thread

Discussion in 'PA: TITANS: General Discussion' started by Quitch, August 24, 2015.

  1. Going4Quests

    Going4Quests Active Member

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    Well so shortly recapped: if you lose, you can send your commander to a gas giant with orbital fab and get jigs up. Build a space fleet and you win anyway.
  2. Quitch

    Quitch Post Master General

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    Does debug no longer do anything?
  3. Sorian

    Sorian Official PA

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    It should.
  4. Quitch

    Quitch Post Master General

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    In that case I'm doing something wrong or it's not working as intended.
  5. Going4Quests

    Going4Quests Active Member

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    @Sorian We're hosting in PTE 8 absurd ais fighitng each other in teams of 2 in PAX on the PTE. You can still join the spectate, but there is much wrong with the AI.. You should check yourself if possible. :p
  6. Sorian

    Sorian Official PA

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    I have made so many improvements locally that spectating this will probably not help much.

    I will run a quick test with the same set up to double check.
    temeter and squishypon3 like this.
  7. Going4Quests

    Going4Quests Active Member

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    Alright. :)
  8. vaaish

    vaaish New Member

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    @Sorian Could we make the AI much less excited about building Ragnaroks? In almost every game against the AI they start building these for no benefit. For instance, my last game the friendly AI started building one on a moon that was locked down and had no enemy activity (it would have been for more advantageous to build halleys). In the same game, I "won" because both AI's on the enemy team decided have a race to see who could build a ragnarok next to their commander the fastest. It was tie.

    About the only time I want to see the AI building a Ragnarok is on planets they don't control or are losing and don't have friendly commanders.
    klavohunter and stuart98 like this.
  9. Sorian

    Sorian Official PA

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    Already made modifications to that.
    klavohunter, cdrkf, Remy561 and 3 others like this.
  10. vaaish

    vaaish New Member

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    Cool. Good to hear. :)
  11. Quitch

    Quitch Post Master General

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    AI rolled its force to this spot and attacked the air factory. However, its Inferno remained stationary and did not close in. The Bolos were not microing.

    Not sure if it was holding them here (rear of the enemy base on Berg) for some other purpose, or if this is an attack order gone wrong.

    Attached Files:

  12. Going4Quests

    Going4Quests Active Member

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    I noticed also something I'm not entirely sure about. In GW, my subcommander send a full fleet of air fighters to idle at the base, just waiting till there were all destroyed. He repeated this a few times to get vision on the commander.

    Should he be doing that? Seems like an army waste to me. :p
  13. theseeker2

    theseeker2 Well-Known Member

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    I actually lost a match to the AI's reckless Ragnarok building... He had his commander on one planet, controlled a second, and I controlled a moon. He Ragnarok'd the second planet so I was basically incapable of using the halleys that I had built on my moon, the match would have ended in a draw.
  14. Engineer1234

    Engineer1234 Well-Known Member

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    Can anyone tell me where the AI fabber build limit moved to ? it used to be in a file called ai.config or something but that no longer exists.
  15. Sorian

    Sorian Official PA

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    It is part of the AI personality now.

    ui\main\game\new_game\js\ai.js
  16. Quitch

    Quitch Post Master General

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    Queller never built nukes here, despite having no cost checks associated with the building of nukes.

    Code:
    {
          "name": "Platinum - Nuke Missile",
          "to_build": "NukeMissile",
          "instance_count": -1,
          "min_num_assisters": 3,
          "max_num_assisters": 12,
          "priority": 151,
          "builders": [
            "NukeSilo"
          ],
          "build_conditions": [
            [
              {
                "test_type": "HasPersonalityTag",
                "string0": "platinum",
                "boolean": true
              },
              {
                "test_type": "FactoryHasOpenSlot"
              }
            ]
          ]
        },
        {
          "name": "Platinum - Nuke Missile - No Antis",
          "to_build": "NukeMissile",
          "instance_count": 2,
          "min_num_assisters": 8,
          "max_num_assisters": 12,
          "priority": 478,
          "builders": [
            "NukeSilo"
          ],
          "build_conditions": [
            [
              {
                "test_type": "HasPersonalityTag",
                "string0": "platinum",
                "boolean": true
              },
              {
                "test_type": "FactoryHasOpenSlot"
              },
              {
                "test_type": "FocusTargetThreat",
                "string0": "AntiNuke",
                "compare0": "<=",
                "value0": 0
              }
            ]
          ]
        },

    Attached Files:

  17. Quitch

    Quitch Post Master General

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    I think the AI runs into trouble if its rally point falls on wreckage. I've seen two groups of units on either side of a wrecked factory fail to move until finally engaged by an enemy group, which seemed to get them unstuck. In the attacked red's entire army is sitting in the base and failing to move. What the screenshot doesn't show is that the Sparks legs are moving frantically, but no one is moving anywhere.

    Appearing in the logs are the following:

    [21:34:23.516] ERROR failed to fix formation slot pos
    [21:34:23.516] ERROR failed to fix formation slot pos
    [21:34:23.516] ERROR failed to fix formation slot pos
    [21:34:23.532] ERROR failed to fix formation slot pos
    [21:34:23.532] ERROR failed to fix formation slot pos
    [21:34:23.532] ERROR failed to fix formation slot pos

    However, these appear between simtime 0:09:00 and 0:10:00

    Attached Files:

  18. Sorian

    Sorian Official PA

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    Already have a fix for the rally point in wreckage issue.
    stuart98, devoh, Remy561 and 2 others like this.
  19. devoh

    devoh Well-Known Member

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    ok, statements like this make me giddy. Granted I do get giddy easily. :)
    stuart98 likes this.
  20. dudeinblack

    dudeinblack New Member

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    is there any news on an option to disable nukes for the AI?
    I loved the options from Supcom, and would like to see the AI use everything but nukes for AI vs AI battles

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