- Added research paths for planetary invasion, planetary defense.
- Added viper dynamics tech for the Gremak.
- Increased the amount of emphasis the AI puts on desired tech paths compared to undesired ones.
zolobolo wrote:In the below save, the Phidi AI has concentrated heavily on Torpedoes but did not research Fusion warheads at leas till Turn 300
Since this is their main weapon of choice, it reduces their combat effectiveness considerably
Is this an issue in the research path logic?
Save: https://www.dropbox.com/s/fbcglyngz7gcy ... g.rar?dl=0
zolobolo wrote:They have a bunch of research they are the second most powerful empire on the map at Turn 300
So in theory, the AI should already choose some research lines and stick with them the only limitation should be research capacity right?
They would only need 6 Turn to research Fusion warheads at this point and are currently researching 3rd level or armor instead which will take 26 Turns
harpy eagle wrote:As you can see the Phidi are far more interested in armor than they are torpedoes (i.e. "heavy_missiles").
harpy eagle wrote:So, I guess the real problem here is that they researched torpedoes at all?
zolobolo wrote:harpy eagle wrote:So, I guess the real problem here is that they researched torpedoes at all?
That is fine... you need some variation within the same empire a well...
The issue rather seems to be that there is no "primary" weapon in the top 5 priorities
Can you alter the logic in way that at least one such weapon (heavy_laser, torpedo, ion or kinetics) is always in the top 5? This is to make sure that they will always have something modern to mount on Heavy hardpoints
zolobolo wrote:Did you take into account that the AI might buy tech otherwise not available from the Herald?
I would test this, but the Herald does not show any willingness to crop up in the last two games
harpy eagle wrote:In the meantime, I've made some significant improvements to how the AI chooses to spread it's science income into different research paths.
sven wrote:Looking over your diff set now... line 8 of choose_research.lua should probably use a weak_memoizeNN, rather than strong_memoizeNN. The empire data behind a given empire reference can change after a new game is loaded, so using a strong cache here isn't save. (The herald, or other in-game events can also change the return value of candidate_tech_sets by unlocking certain techs that used to be hidden for a given player, so technically, even without the game load issue, a weak_memoize is probably the right way to go here).
edit: Ditto for mem_research_cost.
harpy eagle wrote:Hmm. I was hoping that by using AIContext in that file that using strong memoization would be okay. But I guess it's probably better just to stick with weak memoization then.
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