Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! 2.6/7 » The Academy » Primary trait of AI races?
Primary trait of AI races? Tue, 06 February 2007 01:09 Go to next message
RobO is currently offline RobO

 
Crewman 2nd Class

Messages: 17
Registered: February 2007
Location: Denmark
Where can I fidn a description of which AI race has which primary trait, so that I can pick a proper selecton for my testbed?

I've been looking a fair number of places, no luck. I do remember seeing it somewhere, listing the Macinti as CA but a search in these forums gave nothing.

Report message to a moderator

Re: Primary trait of AI races? Tue, 06 February 2007 01:11 Go to previous messageGo to next message
Iconian is currently offline Iconian

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2006
Location: Nevada, USA
Try Bluebear's Player Aids.


Yeah, bread too.

Don't Let the Stars! Fade Away

Report message to a moderator

Re: Primary trait of AI races? Tue, 06 February 2007 01:13 Go to previous messageGo to next message
RobO is currently offline RobO

 
Crewman 2nd Class

Messages: 17
Registered: February 2007
Location: Denmark
Thx a lot. That was fast!

Report message to a moderator

Re: Primary trait of AI races? Tue, 06 February 2007 01:18 Go to previous messageGo to next message
Iconian is currently offline Iconian

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2006
Location: Nevada, USA
You're welcome, and you got lucky. I just happened to reload the page then for the first time in, oh, 3 hours or so. Very Happy


Yeah, bread too.

Don't Let the Stars! Fade Away

Report message to a moderator

Re: Primary trait of AI races? Tue, 20 February 2007 08:50 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
RobO wrote on Tue, 06 February 2007 07:09

Where can I fidn a description of which AI race has which primary trait, so that I can pick a proper selecton for my testbed?



Proper testbed requires robotoids and cybertrons, with other AIs there will be no difference to an empty testbed, if test runs just till 2450.

Report message to a moderator

Re: Primary trait of AI races? Mon, 26 February 2007 18:38 Go to previous messageGo to next message
gwellman is currently offline gwellman

 
Petty Officer 1st Class

Messages: 66
Registered: January 2007
Location: Seattle, WA

Are the LRTs, habs and other settings known for the AI races? I mean, we know the HE is tri-immune, and the AR has ISB ... but do we have full or at least better details?

Report message to a moderator

Re: Primary trait of AI races? Mon, 26 February 2007 20:20 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Yep, long ago someone using the "no password" hack published *all* the AI races design details, but I cannot find it online anymore. Confused I'm sure a copy is lurking somewhere in one of my hard disks, however. Sherlock Whip


Update: I just found the link: http://stars-util.sourceforge.net/random_stuff/ais.txt and turns out the tinkering "someone" was none other than Wumpus himself. Twisted Evil


[Updated on: Fri, 02 March 2007 06:37]




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

Report message to a moderator

Re: Primary trait of AI races? Mon, 26 February 2007 23:37 Go to previous messageGo to next message
Question is currently offline Question

 
Petty Officer 3rd Class

Messages: 48
Registered: February 2007
I wish you could make custom races for the AI. I wonder why the game doesnt support that?

Report message to a moderator

Re: Primary trait of AI races? Mon, 26 February 2007 23:42 Go to previous messageGo to next message
NingunOtro is currently offline NingunOtro

 
Master Chief Petty Officer

Messages: 105
Registered: September 2005
Location: Brussels, Belgium
Are you willing to program their positronic brains too?

I suppose the behaviour of their Artificial Intelligence is more or less hardcoded ... and its hard enough that way to make them do relevant things at the right moment.



If we were esteemed intelligent 'enough', they would have contacted us.
If we can not find them, either we are not smart enough, or they are smarter at hiding.

Report message to a moderator

Re: Primary trait of AI races? Wed, 28 February 2007 03:19 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
Question wrote on Tue, 27 February 2007 05:37

I wish you could make custom races for the AI. I wonder why the game doesnt support that?



If you make the AI along the lines of the already given, e.g. a 3i HE with a bit more sensible economic and tech settings could certainly be handlded by the AI.

Report message to a moderator

Re: Primary trait of AI races? Wed, 28 February 2007 14:38 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Yes ... that sounds cool idea! I mean to hack the AI-s in Stars! executable to be just slightly better race designs than they are now.

Of course AI anyway plays them weakly ... but still. Very Happy

Report message to a moderator

Re: Primary trait of AI races? Fri, 02 March 2007 05:29 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
Kotk wrote on Wed, 28 February 2007 20:38

Yes ... that sounds cool idea! I mean to hack the AI-s in Stars! executable to be just slightly better race designs than they are now.

Of course AI anyway plays them weakly ... but still. Very Happy


I also have a game idea for that, if you realy manage to hack it:

The Monster

7 players in medium packed or so. accbbs, no alliance victory, victory by vote or defeat.
And yes the Monster - 8th player is AI with robotoid coding but JOAT, 3immune 20% PGR, 1in700/15/5/25/checked/25/2/25/ 6 cheap/ ISB,OBRM,IFE,RS(?),MA(its an AI after all). Maybe set up starting positions so AI is a bit distance and equal distant from all players, probably in the middle.

Could be fun, probably all people have to ally to survive, but everybody will think about how to avoid wasting to much to stop the AI and when the right time for backstabbing is and whom to ally with for the time the backstabbing starts.


Edit to add:
More fun for the host and more headache for the players by not telling them what the game is about and see how long it takes them to figure out, that there is a real, though stupid monster around the corner.


[Updated on: Fri, 02 March 2007 05:31]

Report message to a moderator

Re: Primary trait of AI races? Fri, 02 March 2007 05:35 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Ooo I like this idea!

I think it'd be fun to be able to tweak the coding a bit too if that's in any means possible - say, have them build decently large fleets or use chaff or something. Probably impossible, but one can dream eh?

Report message to a moderator

Re: Primary trait of AI races? Fri, 02 March 2007 05:44 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
Coyote wrote on Fri, 02 March 2007 11:35

Ooo I like this idea!

I think it'd be fun to be able to tweak the coding a bit too if that's in any means possible - say, have them build decently large fleets or use chaff or something. Probably impossible, but one can dream eh?



I think with 3immune,20% and max facs any further changes are not needed, because even the AI will field with this design 100 AMP nubs in 2450.
After all each planet will have 5500 resources inside 20 turns or so and the AI will colonize at least 30 planets before 2420, so by 2440 will have 150k resources and probably max tech. Then he needs just to start building any ship and everybody will be busy fighting him.

Thinking about the designs i've seen RS is probably best, since the AI will quickly get nubs and there they do not use armor.

Report message to a moderator

Re: Primary trait of AI races? Fri, 02 March 2007 06:44 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Carn wrote on Fri, 02 March 2007 11:44

I think with 3immune,20% and max facs any further changes are not needed, because even the AI will field with this design 100 AMP nubs in 2450.


Provided it has the *minerals* for all those factories and ships. Good mines are still required. Rolling Eyes Whip

Even so, I wouldn't expect the 100 AMP nubs before the 60s at the very least, certainly not all fused into a single unbeatable fleet. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

Report message to a moderator

Re: Primary trait of AI races? Fri, 02 March 2007 07:08 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
[email

m.a@stars[/email] wrote on Fri, 02 March 2007 12:44]

Provided it has the *minerals* for all those factories and ships. Good mines are still required. Rolling Eyes Whip



25/2/25 mines should do the job even for the AI on most planets. Even with con1 this produces 62.5 kt G per year, so 21 factories per year. 3000 facs so with conc>10 the AI can mine enough germ in 15 years and the needed mines are built with 1in700 and cost 2 in 4 turns. So for 90% of the colonized planets, the AI will have enough factories for the pop in less than 20 years.
With 30 planets colonized(which is by the way probably a lower limit, with such amounts of pop, resources and mierals on HW), that means 27*5500+=148500+ resources in 2440(+ since the AI probably fails to max pop, he will just let it grow, therefore 80% filed worlds are realistic).

[email

m.a@stars[/email] wrote on Fri, 02 March 2007 12:44]
Even so, I wouldn't expect the 100 AMP nubs before the 60s at the very least, certainly not all fused into a single unbeatable fleet. Twisted Evil


As he has 150k at 2440 and all techs cheap, i'm still certain he will get nub tech before 2450, as with cost 5 facs and cost 2 mines he will put 60% of resources generated before 2440 in research. And research is cheap so getting we26 will need 300k and nubs 400k.
And 100 nubs cost just 60k resources, the minerals will be avaible, so 100 nubs in 2450 might be possible, 2460 is probably the latest, by that time AI will have tech maxed.

And that those nubs fly around in packs of 5 will make life easier, but still it will be disturbing.

After all, if the AI would even remotely know how to balance pop and minerals, how to gather fleets and how to build chaff and how to design remotely sensible nubians(and avoid all other hulls), he would mop the floor with 15 allied players, simply due to having more minerals.


[Updated on: Fri, 02 March 2007 07:09]

Report message to a moderator

Re: Primary trait of AI races? Fri, 02 March 2007 07:42 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Carn wrote on Fri, 02 March 2007 13:08

25/2/25 mines should do the job even for the AI on most planets.


Your earlier post (which I quoted) seemed to disregard improved mines. Confused

Quote:

With 30 planets colonized(which is by the way probably a lower limit, with such amounts of pop, resources and mierals on HW), that means 27*5500+=148500+ resources in 2440(+ since the AI probably fails to max pop, he will just let it grow, therefore 80% filed worlds are realistic).


Remember, we're talking about the AIs here, and the only ones capable of substantial spread WILL spread like mad, regardless of other considerations for as long as there's available planets. That means a significant portion of their econ devoted to colonizers, escorts for such and *battling* the opposition, instead of pure growth. Twisted Evil

The AI will also launch a lot of packets, regardless of results, which will certainly eat resources as well as minerals. It will also build tons of worthless ships, even if it doesn't need them. Whip

So yeah, its econ could reach 150k by 2450, but I seriously doubt it would actually do so. I'd love to test such an AI-hack, tho. Sherlock Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

Report message to a moderator

Re: Primary trait of AI races? Fri, 02 March 2007 07:57 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
[email

m.a@stars[/email] wrote on Fri, 02 March 2007 13:42]
Carn wrote on Fri, 02 March 2007 13:08

25/2/25 mines should do the job even for the AI on most planets.


Your earlier post (which I quoted) seemed to disregard improved mines. Confused



I wrote in intial post about game idea:

The Monster

7 players in medium packed or so. accbbs, no alliance victory, victory by vote or defeat.
And yes the Monster - 8th player is AI with robotoid coding but JOAT, 3immune 20% PGR, 1in700/15/5/25/checked/25/2/25/ 6 cheap/ ISB,OBRM,IFE,RS(?),MA(its an AI after all). Maybe set up starting positions so AI is a bit distance and equal distant from all players, probably in the middle.


[email

m.a@stars[/email] wrote on Fri, 02 March 2007 13:42]
Quote:

With 30 planets colonized(which is by the way probably a lower limit, with such amounts of pop, resources and mierals on HW), that means 27*5500+=148500+ resources in 2440(+ since the AI probably fails to max pop, he will just let it grow, therefore 80% filed worlds are realistic).


Remember, we're talking about the AIs here, and the only ones capable of substantial spread WILL spread like mad, regardless of other considerations for as long as there's available planets. That means a significant portion of their econ devoted to colonizers, escorts for such and *battling* the opposition, instead of pure growth. Twisted Evil



In what way it will be an advantage for human players if the AI colonizes and pop drops like mad?
And if he invest a lot of early resources and mins in DDs with we6 phaser, that still could be disturbing, because early could mean 2415 build.
[email

m.a@stars[/email] wrote on Fri, 02 March 2007 13:42]

The AI will also launch a lot of packets, regardless of results, which will certainly eat resources as well as minerals. It will also build tons of worthless ships, even if it doesn't need them. Whip



I've never seen the robotoid AI launching packets, therefore i specified, that the AI should use the robotoid strategy. That is probably simple, just hack the robotoid race to the intended values and the AI will play along normal - which probably means using no gates, but they are probably anyway to stupid for that.

[email

m.a@stars[/email] wrote on Fri, 02 March 2007 13:42]
So yeah, its econ could reach 150k by 2450, but I seriously doubt it would actually do so. I'd love to test such an AI-hack, tho. Sherlock Twisted Evil


Whether it does certainly depends on what the humans will do, but in a testbed he would probably reach 300 k in 2450.


I think greatest problem for AI will be 512 fleet limit.
...



[Updated on: Fri, 02 March 2007 07:58]

Report message to a moderator

Re: Primary trait of AI races? Fri, 02 March 2007 08:16 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Carn wrote on Fri, 02 March 2007 13:57

I wrote in intial post about game idea:

The Monster

7 players in medium packed or so. accbbs, no alliance victory, victory by vote or defeat.
And yes the Monster - 8th player is AI with robotoid coding but JOAT, 3immune 20% PGR, 1in700/15/5/25/checked/25/2/25/ 6 cheap/ ISB,OBRM,IFE,RS(?),MA(its an AI after all).


I guess your later post was just too terse, then, at least for uncaffeinated me. Confused


Quote:

In what way it will be an advantage for human players if the AI colonizes and pop drops like mad?


Obviously, extreme waste of resources and pop. True, 20% PRG JOAT will have a lot of pop, but it still needs to learn to send it in decent-sized chunks, with adequate protection, or is still wasted. Rolling Eyes

And I'm not even considering the easy "tech transfer" popdropping an AI usually gives. Twisted Evil


Quote:

And if he invest a lot of early resources and mins in DDs with we6 phaser, that still could be disturbing, because early could mean 2415 build.


Well, if the AI could come up with a decent DD design, yeah, but it will never launch a serious attack so early, even if it could. Whip


Quote:

I've never seen the robotoid AI launching packets, therefore i specified, that the AI should use the robotoid strategy.


Lucky you. Shocked The HE AI is a far deadlier packeteer than the PP AI simply due to its better econ and minerals. It will packet anything in sight, whether it is near or far or has full defenses. Even the AR AI will act the same, if perhaps a bit less intensely.


Quote:

That is probably simple, just hack the robotoid race to the intended values and the AI will play along normal - which probably means using no gates, but they are probably anyway to stupid for that.


No AI uses gates, even the AR or PP. Sad


Quote:

I think greatest problem for AI will be 512 fleet limit.


I don't remember the AI going full-bore on shipbuilding even in Huge universes when it was under serious attack. If memory serves, one fleet per planet seems about their usual norm. That was of course the HE or AR AI, with less than impressive resources-per-planet, so a "JOAT" might push things a bit farther... Sherlock

Now if only we knew the relevant bits to hack and give the poor beastie a try... Rolling Eyes



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

Report message to a moderator

Re: Primary trait of AI races? Fri, 02 March 2007 09:33 Go to previous messageGo to next message
Carn is currently offline Carn

 
Officer Cadet 4th Year

Messages: 284
Registered: May 2003
m.a@stars wrote on Fri, 02 March 2007 14:16



Quote:

In what way it will be an advantage for human players if the AI colonizes and pop drops like mad?


Obviously, extreme waste of resources and pop. True, 20% PRG JOAT will have a lot of pop, but it still needs to learn to send it in decent-sized chunks, with adequate protection, or is still wasted. Rolling Eyes

And I'm not even considering the easy "tech transfer" popdropping an AI usually gives. Twisted Evil


With 20% and 3i i'm not worried, that AI performance will be hindered by wasting pop. And pop dropping a planet, which doubles pop every 3 years is not a cheap way to transfer tech.
Tech will be anyway geined fast due to fast forming alliances.
m.a@stars wrote on Fri, 02 March 2007 14:16


Quote:

And if he invest a lot of early resources and mins in DDs with we6 phaser, that still could be disturbing, because early could mean 2415 build.


Well, if the AI could come up with a decent DD design, yeah, but it will never launch a serious attack so early, even if it could. Whip



Quantity has a quality of its own.
Either the AI "wastes" a lot on research and buildup, then Nubs come 2450 and thats early enough to cause problems or AI "wastes" a lot of resources by sending DDs earlier than 20.(if he starts later, it will not affect his economy.)


m.a@stars wrote on Fri, 02 March 2007 14:16


Now if only we knew the relevant bits to hack and give the poor beastie a try... Rolling Eyes


Yes.
Wasn't there some guy who found in 5 minutes the code piece for instaforming?

Report message to a moderator

Re: Primary trait of AI races? Mon, 05 March 2007 13:06 Go to previous messageGo to next message
Question is currently offline Question

 
Petty Officer 3rd Class

Messages: 48
Registered: February 2007
From my experiences :

Macinti = Colonizes way too much
Rototills = Doesnt do jack, barely colonizes anything
Cybertrons = Too damn annoying, packet spam non-stop at warp 13.
Automitron = Doesnt do jack, even worse than Rototills
Robototoid = Absurd, colonizes over 3/4th of the galaxy by itself, if you cant kill it early on, dont try.
Turnindrones = Spams minefields everywhere and destroyer fleets, colonizes a decent amount of planets, but does little else.

Report message to a moderator

Re: Primary trait of AI races? Mon, 05 March 2007 13:41 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Question wrote on Mon, 05 March 2007 19:06


Robototoid = Absurd, colonizes over 3/4th of the galaxy by itself, if you cant kill it early on, dont try.


On the contrary, try harder, until you can do it with ease. Twisted Evil Whip

Deal block its colonizers as soon as they reach your space.
Deal kill its underdeveloped border colonies
Deal storm its best-defended breeders with carefully-built fleets while your ppl laugh behind your superior defenses
Deal mop up against a twice-bigger enemy with negligible wit



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

Report message to a moderator

Re: Primary trait of AI races? Mon, 05 March 2007 14:22 Go to previous message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
Question wrote on Mon, 05 March 2007 19:06

Robototoid = Absurd, colonizes over 3/4th of the galaxy by itself, if you cant kill it early on, dont try.
Turnindrones = Spams minefields everywhere and destroyer fleets, colonizes a decent amount of planets, but does little else.

Both are good opponents if you testbed an AR. Turnindrones (SS)force you to start building defensive ships quite early, and are with its 75% cloaked fleets of Beta DDs a real nuisance for an early game AR, esp. a 3-immune 6-7% one.
For killing Robotoids (HE) use cap-ship missiles, as they use LOTS of armor, only modest shielding and virtualy no jammers. Early jihad CCs will have a long lifespan against that AI. Only after it starts fielding MetaMorphs with 2k armor you'll need jugg/doom BBs. Destroying their planets is also way to easy, as they're constantly sending only small fleets after your attack fleet(s), instead grouping them in two-three large fleets.

BR, Iztok

Report message to a moderator

Previous Topic: What is the point of the anti-matter torpedoe?
Next Topic: How much economy are pen scanners worth?
Goto Forum:
  


Current Time: Sat May 04 05:12:16 EDT 2024