Error323 / E323AI

An Artificial Intelligence for Spring
http://springrts.com/phpbb/viewtopic.php?f=15&t=19450
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BA geothermal emakers? #33

Closed CK159 closed 14 years ago

CK159 commented 14 years ago

Well, I was going to make a request to support geothermal power plants, but today, I realized that they are built in XTA. I modified the BA categorization, and everything seems to work fine there too. Are they disabled for a reason?

(Oh yeah, and BA 7.12 is out, current configs work fine.)

slogic commented 14 years ago

I don't know how they are implemented in XTA but in BA they are not supported. There is no scanning for geo spots and there is no their usage yet.

CK159 commented 14 years ago

thats odd, because it does build them in both (eventually)

BA 7.12, ConquoersIsles-Dry, Modified catagorization, Commit d91bd49:

16:59: BuildTask(410) EPROVIDER(Geothermal Powerplant) ETA(129) timer(0) Group(50): range(0), buildRange(128), los(8.125), amount(1) [Construction Vehicle(1285, 8482)] Assisters: amount(0) []

18:13: AssistTask(539) assisting(BuildTask(410) EPROVIDER(Geothermal Powerplant)... (several other assist tasks)

20:19: CE323AI::UnitFinished Geothermal Powerplant(2754, 3217) (It ended up building 8, and I do remember it building different types)

One thing though, there was over 50 builders who wanted to assist it but could not find a path, from what I can tell from the log. I dont think any builders ever assisted.

slogic commented 14 years ago

Well, technically it could build geo, but in improper places.

MisterBenn commented 14 years ago

I think that the prioritisation and choice of EMAKER buildings could do with some adjusting. I've seen Geo power plants built (and also Moho Geo plants in Supreme Annihilation), and always built in correct sites, but they come very late in the game.

I believe this is down to the fact that when multiple EMAKER buildings exist to build, the config files' tagging does not suggest which buildings have a larger energy yield or are more energy (or space) efficient. This is why Wind Gens and Solar Gens are rolled out all over the place, until the AI player is super rich it always decides to build one of the quickest-to-build EMAKERS that it has available. I've seen Advanced Solar Panels get built, for example, but on each occasion the player was just starting to build a Gantry and was well over 100 metal income. At the same point it is capable of producing Fusion plants, but they are on the late side too.

I think probably EMAKERs are a special case in which rather than pursue the fastest built buildings, the AI should aim to build the most expensive that is available that still has an acceptable build time. The AI should also not fear a large surplus of energy production. (I guess the energy yields could be in the config files but that is a bigger change I suspect). This would in turn help the AI bases be better organised rather than evolving into a sprawl of T1 energy producers.

slogic commented 14 years ago

MisterBenn , your request is about redesigning economy algo. Currently it has absolutely no planning. AI builds cheap emakers on demand. For now, i close this issue because it is done in 4cb4c809abf9b5bfcb60