(November 13th, 2015, 22:59)Ray F Wrote: About tech trades --
In Java MOO, each race (including the player) retains a list of enemy ship designs that he has scanned. Although this is useful for the player, the real intent is to give the AI some sort of data to better assess the value of technologies.
Ermagerd, are you for real? This is genius!
By the way, in case you haven't implemented it yet, I have one more thing on my JavaMoO wishlist to make all of my dreams come true: additional stats screens that show, in line graph form, stats for one's own empire across time (with the x and y axes clearly labelled), and maybe even have the ability to show the same info on rivals, at least for years where one had spy access on them...maybe with the values in the years between interpolated where the spy reports were old.
(November 13th, 2015, 22:59)Ray F Wrote: In Java MOO, the AI ShipDesigner currently tracks the best shield level of his enemies when determining what the "best" weapon is when designing a new fighter ship. However, I am hoping to eventually go beyond that very simple example when evaluating techs.
For example, if any enemy ship is encountered with Subspace Teleporters, then the perceived value of Subspace Interdictors would go through the roof. Similarly, an enemy with spores would greatly increase the value of antidotes. Large planetary shields would increase the value of spores, as would being in a position to not care about diplomatic repercussions (i.e. just 2 races left).
Cowabunga! No more useless AI laser fighters when all of my ships have class IV deflector shields! No wonder the AI won't need the free colony ship cheats! This AI on impossible is going to be a beast compared to the old one!