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Hardest setting is a cheap AI cheat


whom2be

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I was getting P'ed off. I can whip the game good on hard setting but not on hardest! the computer hits tec 2 in 4 min.

well.....

I watched the computer controlled civilization and took notes.

I did the math.

The second they hit level 2 I quit the game and looked at all the stats.

they collected 135 carbon

they collected 183 food

start with 175carbon

start with 200 food

total

 

310 carbon....383 food.

 

they bought

3 workers................ 150 food

and 4 troops............. 100 food

total food used.......... 250 food

..................................

total food available..... 383 food

food they had when going to tech 2

........................ 133 food

 

I need 500!!

carbon is even more of a cheat!

 

they built:

2 Animal nursery........ 200 carbon

1 troop center.......... 160 carbon

1 food processor........ 100 carbon

3 houses................ 75 carbon

1 power core............ 200 carbon

4 troops................ 170 carbon

total carbon spent...... 905 carbon

...................................

total carbon available.. 310 carbon

carbon they had when going to tech 2

........................ -595 carbon

 

I would like the game to be a challenge, yes, but that does not mean I want the computer to cheat!

Attack me with different tactics, in greater numbers something like that. I would like the AI to face the same challenges as a player.

 

I would love to play online but my connection will NOT handle it.

19.2Kb/s.... on rare ocassions I hit a whopping 24.0kb/s.

 

I was in love with this game till I mastered the hard setting. I am utterly dissapointed with the hardest setting.

 

I wonder if they will make a user AI editor like the map editor. Then we could try to beat each others best stratiges.

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Guest IdLe_WorkeR

It's a computer, it can't think as we can do. So what the designer did was give 500/each resource per 10 minutes at Hard, and way more than that at Hardest.

 

There are some approaches to creating a computer player more to ones liking. Here are two:

 

1) - use a hexadecimal editor to change the resourses given the computer player in Hard and Hardest settings. There is a post I made a ways back that explains this. Here is the URL: http://www.lucasforums.com/showthread.php?s=&threadid=25312

 

It's talking about the Hard setting, but one can apply equivalent logic to the Hardest setting. For convenience, I'll copy in the relevant ai script for the "cheats.per" module (yes, that is what they call it) here (The code for Hardest setting, random map starts about 2/3 of the way down):

 

 

***

#load-if-defined KING-OF-THE-HILL

#load-if-not-defined DIFFICULTY-EASIEST

#load-if-not-defined DIFFICULTY-EASY

#load-if-not-defined DIFFICULTY-MODERATE

(defrule

(current-age == tech-level-1)

=>

(cc-add-resource carbon 100)

(cc-add-resource food 100)

(cc-add-resource nova 100)

(cc-add-resource metal 100)

(disable-self)

)

 

(defrule

(current-age == tech-level-2)

=>

(cc-add-resource carbon 200)

(cc-add-resource food 200)

(cc-add-resource nova 200)

(cc-add-resource metal 200)

(disable-self)

)

 

(defrule

(current-age == tech-level-3)

=>

(cc-add-resource carbon 500)

(cc-add-resource food 500)

(cc-add-resource nova 500)

(cc-add-resource metal 500)

(disable-self)

)

 

(defrule

(current-age == tech-level-4)

=>

(cc-add-resource carbon 1000)

(cc-add-resource food 1000)

(cc-add-resource nova 1000)

(cc-add-resource metal 1000)

(disable-timer t-chatmore)

(enable-timer t-chatmore 1800)

(disable-self)

)

 

(defrule

(timer-triggered t-chatmore)

=>

(cc-add-resource carbon 500)

(cc-add-resource food 500)

(cc-add-resource nova 500)

(cc-add-resource metal 500)

(disable-timer t-chatmore)

(enable-timer t-chatmore 1200)

)

 

 

#end-if

#end-if

#end-if

#end-if

 

#load-if-defined DIFFICULTY-HARD

 

(defrule

(true)

=>

(disable-timer t-chatmore)

(enable-timer t-chatmore 600)

(disable-self)

)

 

(defrule

(timer-triggered t-chatmore)

=>

(cc-add-resource carbon 500)

(cc-add-resource food 500)

(cc-add-resource nova 500)

(cc-add-resource metal 500)

(disable-timer t-chatmore)

(enable-timer t-chatmore 600)

)

 

#end-if

 

 

;********************************

#load-if-defined DIFFICULTY-HARDEST

 

(defrule

(current-age == tech-level-1)

=>

(cc-add-resource carbon 100)

(cc-add-resource food 100)

(cc-add-resource nova 100)

(cc-add-resource metal 100)

(disable-self)

)

 

(defrule

(current-age == tech-level-2)

=>

(cc-add-resource carbon 200)

(cc-add-resource food 200)

(cc-add-resource nova 200)

(cc-add-resource metal 200)

(disable-self)

)

 

(defrule

(current-age == tech-level-3)

=>

(cc-add-resource carbon 500)

(cc-add-resource food 500)

(cc-add-resource nova 500)

(cc-add-resource metal 500)

(disable-self)

)

 

(defrule

(current-age == tech-level-4)

=>

(cc-add-resource carbon 1000)

(cc-add-resource food 1000)

(cc-add-resource nova 1000)

(cc-add-resource metal 1000)

(disable-self)

)

 

(defrule

(true)

=>

(disable-timer t-chatmore)

(enable-timer t-chatmore 600)

(disable-self)

)

 

(defrule

(current-age == tech-level-2)

(current-age-time >= 420)

=>

(cc-add-resource food 800)

(cc-add-resource nova 200)

(disable-self)

)

 

(defrule

(current-age == tech-level-3)

(current-age-time >= 420)

=>

(cc-add-resource food 1000)

(cc-add-resource nova 800)

(disable-self)

)

 

(defrule

(timer-triggered t-chatmore)

(current-age <= tech-level-3)

=>

(cc-add-resource carbon 500)

(cc-add-resource food 500)

(cc-add-resource nova 500)

(cc-add-resource metal 500)

(disable-timer t-chatmore)

(enable-timer t-chatmore 600)

)

 

(defrule

(timer-triggered t-chatmore)

(current-age <= tech-level-4)

=>

(cc-add-resource carbon 1000)

(cc-add-resource food 1000)

(cc-add-resource nova 1000)

(cc-add-resource metal 1000)

(disable-timer t-chatmore)

(enable-timer t-chatmore 600)

)

 

#end-if

****

 

2) The second method, which I prefer, is to extract all the ai code and mess with it 'til one's heart is content. That way one can change the difficulty level of the comp player, make it stop doing some of the dumb things it does, etc. Also, for the hardest setting, to stop all "donations" to the comp player, you need to modify the ai script to subtract resources from the computer, as the game engine code itself gives the comp player 500 of each resource at game start and at every tech advance (that came as a part or the AoC game engine that Lucas Arts bought).

 

There is a thread at SW:GB Heavens Games, General Discussions titled "Massive Discovery about sw:gb modding" which gives multiple ways to extract the ai scripts.

 

So far, no one has been brave enough to post the ai player as they think it is. Extracting the script is step one, organizing the module loads is step two. This is not a trivial exercise if one has never dealt with AoA ai code before, because the way the modules are stored and named in the gamedata.drs file is not the same as the names the modules refer to each other by. There also seems to be a surplus of modules in gamedata.drs...

 

Anyway, playing with the ai is lots of fun. In AoC, a number of players wrote their own. Hope that happens with SW:GB.

 

Enjoy, I_W

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Guest Stan|SCN Punk

I personally don't think it is "possibe" for a comptuer to adapt to yoru specific "style", that will require technology from the age when AI driven robots overrun the earth.

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