AI difficulty sliders?
AI difficulty sliders?
What it walks me about these belts on display-oriented drop;
When I set it on somewhat less than it is plays half easier when it more than half plays it gets very difficult.
Or it walks about level of difficulty here or else about quicker (or freeer) the technological development of enemy.
The belt of rewrap for player beyond this on what level be put (because alone it can not put this),this option is inaccessible.
When I set it on somewhat less than it is plays half easier when it more than half plays it gets very difficult.
Or it walks about level of difficulty here or else about quicker (or freeer) the technological development of enemy.
The belt of rewrap for player beyond this on what level be put (because alone it can not put this),this option is inaccessible.
Last edited by Zarel on 30 Jan 2010, 10:45, edited 1 time in total.
Reason: Grammatical correction; old title: "Belt of rewrap ?"
Reason: Grammatical correction; old title: "Belt of rewrap ?"
Intel(R) Core(TM) i5-2400 CPU @ 3.10 GHz 3,40 GHz
Win 10 Professional 64 bit
graphic card NVIDIA GeForce GTX 750 Ti
RAM 8,0 GB DDR III SDRAM
Win 10 Professional 64 bit
graphic card NVIDIA GeForce GTX 750 Ti
RAM 8,0 GB DDR III SDRAM
Re: AI difficulty sliders?
It is visible that you are shocked, it is suposed to be "WHAT".Olrox wrote:WAT
O_O
This should be moved to "Help / Troubleshooting"(But I don't understand it completely so I am not sure...).
Re: AI difficulty sliders?
hahahahaha... I know I know, it was only a small phonetic expression (onomatopoeia)KukY wrote:It is visible that you are shocked, it is suposed to be "WHAT".Olrox wrote:WAT
O_O
This should be moved to "Help / Troubleshooting"(But I don't understand it completely so I am not sure...).
"I am deeply intrigued by the lack of cohesion or coherence in your sentences"
-
Technomancer
- New user
- Posts: 1
- Joined: 25 Jan 2010, 03:45
Re: AI difficulty sliders?
What I'm getting from this is that the AI difficulty sliders are unpredictable or hard to gauge.
As to the actual question, I don't have an answer, however maybe this will help somebody else to give an answer. Hope I'm reading this right.
So if the slider is moved down even a slight bit, it becomes far too easy, and likewise moving it up a bit makes it much more difficult. So some clarification on just what the slider changes, as far as the AI is concerned, would be appreciated, because as is it's too hard to work out just what settings it should be on.When I set it on somewhat less than it is plays half easier when it more than half plays it gets very difficult.
As to the actual question, I don't have an answer, however maybe this will help somebody else to give an answer. Hope I'm reading this right.
Re: AI difficulty sliders?
It changes how much free power and research speed boost the AIs get. It ranges from 0 to 1000 power per minute, and up to 80% research speed reduction, if I remember correctly. It is a bit much. In my latest AI changes (not yet released), I removed cheating altogether, as the free power screwed up the thresholds I had given it to expand properly, and it was still doing quite well. So I think as the AIs improve, we can remove the difficulty slider and instead choose between cheating and non-cheating AI versions.
Re: AI difficulty sliders?
How about a six position slider?Per wrote:It changes how much free power and research speed boost the AIs get. It ranges from 0 to 1000 power per minute, and up to 80% research speed reduction, if I remember correctly. It is a bit much. In my latest AI changes (not yet released), I removed cheating altogether, as the free power screwed up the thresholds I had given it to expand properly, and it was still doing quite well. So I think as the AIs improve, we can remove the difficulty slider and instead choose between cheating and non-cheating AI versions.
[
and it ends here.
Re: AI difficulty sliders?
hahahaha, that would be funny. But intuitively correctBuginator wrote: How about a six position slider?
[---
---- :mad; ---
---
--- O_O ]
I think that allowing the AI to cheat makes me feel what the computer does when I use cheats. "Computer payback" of sorts
- DarkCheetah
- Trained

- Posts: 335
- Joined: 30 Apr 2008, 19:44
Re: AI difficulty sliders?
the sliders doesnt affect the ai so much in the later times
sliders should be like:
(------------0------------)
Easy1 Normal2 Hard3
1: the ai builds slow / barely attacks
2: the ai builds at a avarage speed and attack more recently
3: the slider is full, ai will do everything to destroy and defeat you, also defend there bases alot!!
if the slider is 1 centimeter away from the hard, then they dont use cheats, if slider is full then they must cheat (eventually spawn extra reincofrcements every 10 min)
THIS IS MY SUGGESTION!!! 83
sliders should be like:
(------------0------------)
Easy1 Normal2 Hard3
1: the ai builds slow / barely attacks
2: the ai builds at a avarage speed and attack more recently
3: the slider is full, ai will do everything to destroy and defeat you, also defend there bases alot!!
if the slider is 1 centimeter away from the hard, then they dont use cheats, if slider is full then they must cheat (eventually spawn extra reincofrcements every 10 min)
THIS IS MY SUGGESTION!!! 83
... where did all the good ol classic ai's gone to? Turtle AI , Super AI
Re: AI difficulty sliders?
i was thinking of a Drop Down selection tab, or maybe a one, where you click it, changes difficulty, that would scrap the slider idea,
"Suggestion"
6 new Difficulty ratings "None" "Beginner" "Easy" "Normal" "Hard" "Extream"
None Mode, lol
This is a default, that states that this AI is none active
Beginner Mode
AI will build rarely, both Base and Units, researching is rare and defense is not available, Power & Research Multiplier is x0.5 (Reduced) and not very often attack you with a small army, good way for newbies and beginners
Easy Mode
AI will build sometimes, both Base and Units, researching is not very often and defense is some times built, Power & Research Multiplier is x0.8 (Reduced) and attack you with a small army
Normal Mode
AI will build both Base, Units and defense, researching is often and defense is some what strong, Power & Research Multiplier is x1.0 (Original) and attack you with various units
Hard Mode O_O
AI will build alot, both base, Units and defense, researching is very often and defense is some times very strong, Power & Research Multiplier is x1.5 (Increased) and attack you with a sizable army, alot
Extream Mode
AI will build too much, both base, Units and defense, researching is solid and defense is very strong, Power & Research Multiplier is x2.0 (doubled) and attack you with tons of various units, trying to destroy you, quick and easy!, not for the faint hearted, muahahaha
"Suggestion"
6 new Difficulty ratings "None" "Beginner" "Easy" "Normal" "Hard" "Extream"
None Mode, lol
This is a default, that states that this AI is none active
Beginner Mode
AI will build rarely, both Base and Units, researching is rare and defense is not available, Power & Research Multiplier is x0.5 (Reduced) and not very often attack you with a small army, good way for newbies and beginners
Easy Mode
AI will build sometimes, both Base and Units, researching is not very often and defense is some times built, Power & Research Multiplier is x0.8 (Reduced) and attack you with a small army
Normal Mode
AI will build both Base, Units and defense, researching is often and defense is some what strong, Power & Research Multiplier is x1.0 (Original) and attack you with various units
Hard Mode O_O
AI will build alot, both base, Units and defense, researching is very often and defense is some times very strong, Power & Research Multiplier is x1.5 (Increased) and attack you with a sizable army, alot
Extream Mode
AI will build too much, both base, Units and defense, researching is solid and defense is very strong, Power & Research Multiplier is x2.0 (doubled) and attack you with tons of various units, trying to destroy you, quick and easy!, not for the faint hearted, muahahaha
Last edited by DraLUSAD on 12 Feb 2010, 03:45, edited 2 times in total.
Back and working on more maps than before.
- Saberuneko
- Regular

- Posts: 558
- Joined: 15 Jan 2010, 18:20
- Contact:
Re: AI difficulty sliders?
Sorry, but I think the sliders aren't bad as they are now, limiting them to that 5 options just removes too much freedom of choice.
What I really think that the difficulty sliders should change a little too, is the AI agresiveness...
What I really think that the difficulty sliders should change a little too, is the AI agresiveness...
- DarkCheetah
- Trained

- Posts: 335
- Joined: 30 Apr 2008, 19:44
Re: AI difficulty sliders?
omg indeed, i find them sooooo unchanged with the sliders, they act the same.... once a ai owned a full slider when that ai was low :O no kidding!!Saberuneko wrote:Sorry, but I think the sliders aren't bad as they are now, limiting them to that 5 options just removes too much freedom of choice.
What I really think that the difficulty sliders should change a little too, is the AI agresiveness...
and i like DRAlusad's idea about begiinner - easy - normal - hard - Xtreem
this is what we only need: people who can help modding DX
... where did all the good ol classic ai's gone to? Turtle AI , Super AI
Re: AI difficulty sliders?
Yeah, they took you really seriously xDBuginator wrote: [---
---- :mad; ---
---
--- O_O ]
Well, I think that AI strength and AI type are very different things. Agressiveness is a charateristic that makes part of a different type of AI, but it isn't necessarily tougher. A strong, but passive AI can be incredibly hard to overcome if it scouts well for oil and makes an intricate, diversified defense. And a petty, but agressive AI can be easily beaten if it doesn't properly scout for oil and uses all of its power in crappy units.
This isn't entirely true until the devs say "we won't do that". They may very well accept a good suggestion, I think. But we definetely need someone that's willing, ready & able to do that, modder or developer, if we really want those features.DarkCheetah wrote:this is what we only need: people who can help modding DX
Re: AI difficulty sliders?
ooops, i forgot to add "None" which makes that player unavailable :-S
The only thing i can do, is look, play, test a few times, check, keep playing, keep looking, think.... keeps on thinkg and xD pip..... an idea..... but what truly makes me fail, is, i can give off tons of suggestions... just dont know how to mod
The only thing i can do, is look, play, test a few times, check, keep playing, keep looking, think.... keeps on thinkg and xD pip..... an idea..... but what truly makes me fail, is, i can give off tons of suggestions... just dont know how to mod
Back and working on more maps than before.
Re: AI difficulty sliders?
A good description method and careful typing can turn a good idea into an excellent one. You can still improve it until you can't do anything more.DraLUSAD wrote:ooops, i forgot to add "None" which makes that player unavailable :-S
The only thing i can do, is look, play, test a few times, check, keep playing, keep looking, think.... keeps on thinkg and xD pip..... an idea..... but what truly makes me fail, is, i can give off tons of suggestions... just dont know how to mod
As Sturgeon's law (mentioned by Rman Virgil) say,
"90% of anything is crap"
or something that could be resumed into that
But you can edit the result to make it 10% better anytime
Modding requires skill, but thinking logically also does. Everyone got a talent, but some try do things they aren't talented for. Getting skilled in something you're talented at is always easy and may bring the best results possible.
Perhaps you've got a talent at developing ideas but didn't raise your skills at it? I dunno, just a thought. I'm 18 years old so don't take this advices too seriously, I don't have much life experience yet.

