Adds several new choices to the lobby AI settings (vanilla: Normal-Absurd) Settings are based on Absurd where otherwise don't-care. - https://github.com/justinlove/ai_personalities - http://wondible.com/pa/ai_personalities_v1.3.1.zip Changes ## 1.3.1 - No longer adds Vanilla tag ## 1.3.0 - Add Vanilla tag for compatibility with AI Mod Compatibility Framework - Switched to server mod so AI names will be available to others in multiplayer lobbies. - Thanks to Dissonant the nudge and prototype ## 1.2.0 - Bug fix for undiscovered change in 94243-pte; personalities made observable - Add icon ## 1.1.1 - Triage for format changes circa 86422 ## 1.1.0 - Add bot/vehicle split - Add adv eco modifier where appropriate - Refactor so don't-care properties are inherited from absurd at run time - Crude first attempt at advanced rush Economic Variants - Bot Rush - Advanced Rush - Crossed with the bot rush eco to make the adv factory look more affordable. Also goes orbital (sometimes at the same time), and then spends most of it's resources trying to build SXX. Could probably do with more tuning. - Turtle - Not a very good turtle, but it's really shy about attacking. - Brad Rush - Build lots of factories and run them *hard*, bro. - Wandering Hazard - Never build anything, except maybe some mex. - Extreme Low Metal Games - For use with Minimal Mex, or Finite Metal with 5x Extreme Unit Preference The AI will often build one of each factory no matter how low you set the preference. - Land/Naval - Not much pointing separating them since it's context dependent. - Air - Note: the AI sometimes never bothers to attack with it's bombers. - Orbital - Note: the AI still needs to meet a number of conditions to build a launcher before this has any real effect. Galactic War Series - Legonis Machina (land/air) - Foundation (air/naval) - Synchronous (balanced) - Revenants (orbital) Personality Development Trying out combinations can be pretty mesmerizing, but I really need to get on to other mods. I've really only tested on small random 2-player planets so far, often in 4-player FFA. You will likely want to change the sim speed to accelerate the first few minutes. Maybe more if you have a faster computer than I do ;^) See increase/decrease sim speed in the keyboard settings, defaults '=' and '-'. https://wiki.palobby.com/wiki/Planetary_Annihilation_AI_Implementation Parameters Unit Preference The AI often builds one of each factory regardless of preference, and only when all it's rules for sensible economy management are met - event at 100% orbital, you can't get it to go orbital-first. Economy Management There are a bunch of economic extremes commented out in the code; most are fairly uninteresting. From my observations, low drain helps the AI build factories, and high drain encourages it expand it's economy production. Low demand will quickly tank the economy; high demand will maintain efficiency but leave factories idle and often waste resources. Any one low value will be held in check by the other factors and not cause too much trouble. Energy seems to have some other stopgaps that keep it from getting negative, but a low-energy AI will be in trouble if it gets to high-energy superweapons like nuke launchers and holtkins. Misc Factors Haven't played with these much at all. Low neural_data_mod is conservative, and high is aggressive. micro_type has this in media/ui/main/game/new_game/js/ai.js Code: micro_type 0:none | 1:platoon | 2:squad
pte branch on github turns Land Rush into a proper Bot Rush, and adds a rough first pass at Advanced Rush: Crossed with the bot rush eco to make the adv factory look more affordable. Also goes orbital (sometimes at the same time), and then spends most of it's resources trying to build SXX. Could probably do with more tuning.
AI Personalities 1.1.0 - Add bot/vehicle split - Add adv eco modifier where appropriate - Refactor so don't-care properties are inherited from absurd at run time - Crude first attempt at advanced rush
You need to update this mod to account for the changes to ai.js. Nothing that breaks your mod, but there've been some new values added.
It includes adv_eco_mod where appropriate; factory_build_delay isn't relevant since I'm mostly going for good opponents. It also uses Absurd as a base, so new properties should use that value.
AI Personalities 1.1.1 - Triage for format changes circa 86422 A bunch of the ai_config parameters got moved into personality, so there is room for further specialization in the future.
The wondible AI personalities mod is not functioning e.g. the added AI type will not appear. I have tried disabling all other mods and restarting ect. Currently, my own AI based off of Quitch's guide does not function either and is using the same code (more or less) as wondible.
AI Personalities 1.2.0 - Bug fix for undiscovered change in 94243-pte; personalities made observable - Add icon Thanks for the bug report.
AI Personalities 1.3.0 - Add Vanilla tag for compatibiltiy with AI Mod Compatibility Framework - Switched to server mod so AI names will be available to others in multiplayer lobbies. - Thanks to Dissonant the nudge and prototype