Change the AI difficulty level names

Discussion in 'Planetary Annihilation General Discussion' started by stuart98, August 16, 2015.

  1. stuart98

    stuart98 Post Master General

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    People complain about their being no easy difficulty level for the AI, not realizing that normal is ridiculously easy. I suggest changing the AI personality file as follows:

    Code:
    
    function ai_types() {
    
      /*
      {
      idle: true | false,
    
      percent_vehicle [0 1],
         percent_bot [0 1],
      percent_air [0 1],
      percent_naval [0 1],
         percent_orbital [0 1],
       
      personality_tags: [<string>, <string>, ...],
    
      metal_drain_check [0 1],
      energy_drain_check [0 1],
      metal_demand_check [0 1],
      energy_demand_check [0 1],
    
      micro_type 0:none | 1:platoon | 2:squad,
    
      go_for_the_kill: true | false,
      priority_scout_metal_spots: true | false,
      enable_commander_danger_responses: true | false,
       
      neural_data_mod: [0 ... )
      adv_eco_mod: [0 ... )
      adv_eco_mod_alone: [0 ... )
      factory_build_delay_min: [0 ... ] (in seconds)
      factory_build_delay_max: [0 ... ] (in seconds)
         unable_to_expand_delay: [0 ... ] (in seconds)
      }
      */
    
      var result = {
      'Idle': {
      idle: true
      },
      'Easy': {
      percent_vehicle: 0.45,
      percent_bot: 0.25,
      percent_air: 0.2,
      percent_naval: 0.05,
      percent_orbital: 0.05,
      metal_drain_check: 0.94,
      energy_drain_check: 1.05,
      metal_demand_check: 1.11,
      energy_demand_check: 1.20,
      micro_type: 0,
      go_for_the_kill: false,
      priority_scout_metal_spots: false,
      enable_commander_danger_responses: false,
      neural_data_mod: 1.3,
      adv_eco_mod: 1.1,
      adv_eco_mod_alone: 1.0,
      factory_build_delay_min: 8,
      factory_build_delay_max: 15
      },
      'Normal': {
      percent_vehicle: 0.45,
      percent_bot: 0.25,
      percent_air: 0.2,
      percent_naval: 0.05,
      percent_orbital: 0.05,
      personality_tags:
      [
      "PreventsWaste"
      ],
      metal_drain_check: 0.94,
      energy_drain_check: 1.05,
      metal_demand_check: 1.11,
      energy_demand_check: 1.20,
      micro_type: 0,
      go_for_the_kill: false,
      priority_scout_metal_spots: true,
      enable_commander_danger_responses: true,
      neural_data_mod: 1.2,
      adv_eco_mod: 1.1,
      adv_eco_mod_alone: 1.0,
      factory_build_delay_min: 1,
      factory_build_delay_max: 3
      },
      'Hard': {
      percent_vehicle: 0.45,
      percent_bot: 0.25,
      percent_air: 0.2,
      percent_naval: 0.05,
      percent_orbital: 0.05,
      personality_tags:
      [
      "PreventsWaste"
      ],
      metal_drain_check: 0.74,
      energy_drain_check: 0.85,
      metal_demand_check: 0.91,
      energy_demand_check: 1.0,
      micro_type: 1,
      go_for_the_kill: true,
      priority_scout_metal_spots: true,
      enable_commander_danger_responses: true,
      neural_data_mod: 1.1,
      adv_eco_mod: 1.2,
      adv_eco_mod_alone: 0.95
      },
      'Relentless': {
      percent_vehicle: 0.45,
      percent_bot: 0.25,
      percent_air: 0.2,
      percent_naval: 0.05,
      percent_orbital: 0.05,
      personality_tags:
      [
      "PreventsWaste"
      ],
      metal_drain_check: 0.64,
      energy_drain_check: 0.75,
      metal_demand_check: 0.81,
      energy_demand_check: 0.9,
      micro_type: 2,
      go_for_the_kill: true,
      priority_scout_metal_spots: true,
      enable_commander_danger_responses: true,
      neural_data_mod: 1.1,
      adv_eco_mod: 1.2,
      adv_eco_mod_alone: 0.9
      },
      'Absurd': {
      percent_vehicle: 0.45,
      percent_bot: 0.25,
      percent_air: 0.2,
      percent_naval: 0.05,
      percent_orbital: 0.05,
      personality_tags:
      [
      "PreventsWaste"
      ],
      metal_drain_check: 0.54,
      energy_drain_check: 0.65,
      metal_demand_check: 0.71,
      energy_demand_check: 0.8,
      micro_type: 2,
      go_for_the_kill: true,
      priority_scout_metal_spots: true,
      enable_commander_danger_responses: true,
      neural_data_mod: 1.0,
      adv_eco_mod: 1.3,
      adv_eco_mod_alone: 0.85
      },
      };
    
      _.forEach(result, function (element, key) {
      result[key]['name'] = key;
      });
    
      return result;
    }
    More appropriately corresponds to the difficulty of the difficulty levels and bridges the gap a bit between the relentless and absurd of vanilla.
  2. cola_colin

    cola_colin Moderator Alumni

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    simply adding an "easy" AI that is twice as bad as normal is something I'd agree on.
    People say "use the economy modifier", but the issue with the economy modifier is that when you reduce it too much you get the AI moving its commander straight into your base before it makes even a single factory. It probably should take the modifier into account in a way that makes it not behave super stupid.
  3. Quitch

    Quitch Post Master General

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    There used to be an easy, it was renamed to normal prior to release. I don't know why, but I'm guessing it's for the same reason helpdesks don't have low priority tickets.

    The issue with the difficulties is that they're almost entirely economy driven, but in terms of how the AI actually behaves they're all almost identical, so they'll all send out raiding parties, they'll all try to expand reasonably aggressively, etc.
    stuart98 likes this.

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