Master Leffe Posted March 6, 2006 Share Posted March 6, 2006 I mean, come on. I've beaten the Hard AI so easily it's frustrating. I'm not trying t o insult the game, but I'm wondering if there's a way to make the computer a bit harder to defeat, you know, make it more clever or sneaky. Is that AI combat power (or something like that) line the key? Any ideas? Link to comment Share on other sites More sharing options...
Slocket Posted March 6, 2006 Share Posted March 6, 2006 Ther is a way without it just plain cheating, but we need the tool to decompile the LUA scripts which control the AI actions to make a smarter AI. Other than the basic raw cheating for the AI in the Difficulty.xml, you can make changes somewhat to the AI perception equations in the XML. I think those values in PE folder xml maybe can get the AI to be fooled into building more offensive, defensive structures, upgrades, land and space..but the main actions are really controlled in the LUA. XML constants may allow the AI to 'build better' maybe. I adjusted the Raid fleet for the overall game from 3 to 4 (gameconstants.xml) and even though I can use a raid fleet of 4 (heros and field commanders are free bty) the Ai still does not seem to use more than a 3 limit. Usually it is 3 Air speeder squads plus Hans/Chewie plus Obi on a planet when it the AI plays the Rebels. Almost as if it is hard wired to use the same attack plan? The build raid script must also be changed too. The AI seems to ignore the value set in the XML from 3 to 4. Still testing though. Without the ability to change the LUA script into a more smarter script...we are stuck I am afraid. I really hope Petro can release the tools and map editor soon, I am already starting to get bored. As for combat power this is what it means (it is not the damage the ship does -more how the AI perceives it for its own use) ----------------------- <Tactical_Health>400</Tactical_Health> This is the actual hit points for the unit. <Damage>60</Damage> This number is an abstract representation of how much damage the unit can put out. It is used for the AI (as a variable to dertermine fleet/company coordination) and for the autoresolve system. <Shield_Points>2000</Shield_Points> This is the actual shield hit points for the unit. <Energy_Capacity>10000</Energy_Capacity> Under the hood the game uses an energy system similar to the old X-wing simulation games. All energy weapon projectiles have an energy cost associated with them (as seen in Projectiles.XML) - every time the weapon fires it drains that amount of energy from the pool. When sheilds are damaged, they regenerate power from the energy pool at set intervals. If the pool is empty the ship cannot fire or recharge shields. Ion Cannon weaponry drains shields first and then energy. Later in the project it was determined that the energy system was a little too complex to get across to players, so the units' energy pools were raised to very large numbers. The system is still in place and working, however, for those that want to play with it (you can find the global shield and energy recharge numbers in GameConstants.XML). -------------------------------------------------------------------------------- -Darth Torpid -Game Designer -Petroglyph Link to comment Share on other sites More sharing options...
Master Leffe Posted March 6, 2006 Author Share Posted March 6, 2006 I know. I just keep a;ternating between Epire and Rebels, and trying something different each time, but without something like a random map generator and with such a predictable AI, I'm finding my strategies are starting to loop... Link to comment Share on other sites More sharing options...
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