I've already read the whole AI guide and most parts of the rules guide dealing with AI several times, and have modified both of the files some already, so I understand how the AI system works. I was mainly using the DeeVious AI to see good ways to do specific actions since I already know it takes alot of work to get everything to work just right, then maybe using some of the Triggers>Teams>Scripts>Taskforces whole, or just the parts of them that I liked. As far as rulesmd I've already made some changes, but there were some that I couldn't figure out from the guide such as:
FillEarliestTeamProbability= 100, can lowering this make the AI sometimes change the timing order of building its TeamTypes if another TeamType with a higher priority is triggered or does it do something else ?
AI Trigger Weighting Parameters - what does the AI use to determine the success/failure of a trigger ? is it based on if it finishes its script or starts the last line of its script, or is it a "smart" evaluation based on the specific actions of the script ? Also wouldn't AITriggerTrackRecordCoefficient need to be be raised from its default of 1 to make this section of much use ? If this was raised and there was an adequate number of triggers and teams would it make the AIGenerals section more effective when activated ?
Last but not least, in the AITriggerTypes code could it be possible that the super long line of 0's is used for combinational 'AND' logic ?, since the extra zero's are three more sets that are each 16 places long like the first set that is used, making enough space for one of each kind of Tech Type. This would also explain why they have the same value as pool teams. Has anyone tested something like that by putting multiple values in the Tech Type field ? It would be nice if there was a way to do AND logic instead of just the OR logic of the list of triggers so that more complex trigger conditions could be set.
Anyways, I've gotta go "re"name everything in the DeeVious AI and come up with some more crazy ideas.
|