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Re: [MOD] AI CHARACTERS 1.0- rebalancing of AI characters' behavior

Posted: Sun May 23, 2021 8:24 am
by paulwoman
2021-05-23 10_19_55-Window.png
2021-05-23 10_19_55-Window.png (12.82 KiB) Viewed 1329 times

Re: [MOD] AI CHARACTERS 1.0- rebalancing of AI characters' behavior

Posted: Sun May 23, 2021 9:04 am
by 3dmodel
paulwoman wrote: Sun May 23, 2021 8:24 am 2021-05-23 10_19_55-Window.png
Figured out the reason in the syntax and updated the top link

Re: [MOD] AI CHARACTERS 1.0- rebalancing of AI characters' behavior

Posted: Sun May 23, 2021 9:53 am
by paulwoman
3dmodel wrote: Sun May 23, 2021 9:04 am
paulwoman wrote: Sun May 23, 2021 8:24 am 2021-05-23 10_19_55-Window.png
Figured out the reason in the syntax and updated the top link
Script load fine. .exe update ( it's the same link)

Re: [MOD] AI CHARACTERS 1.1- rebalancing of AI characters' behavior

Posted: Wed May 26, 2021 2:54 pm
by 3dmodel
Upgrade to 1.1
Added Gas Station
Added three alternative gasoline recipes (one from pure oil and two using catalysts), catalysts increase production speed and also slightly increase product yield

Re: [MOD] AI CHARACTERS 1.1- rebalancing of AI characters' behavior

Posted: Thu May 27, 2021 7:33 am
by paulwoman
3dmodel wrote: Wed May 26, 2021 2:54 pm Upgrade to 1.1
Added Gas Station
Added three alternative gasoline recipes (one from pure oil and two using catalysts), catalysts increase production speed and also slightly increase product yield

I have this error when I load it.
2021-05-27 09_27_34-Window.png
2021-05-27 09_27_34-Window.png (5.42 KiB) Viewed 1290 times
The version stay in 1.0 if I remove your image.
2021-05-27 09_26_47-Window.png
2021-05-27 09_26_47-Window.png (14.87 KiB) Viewed 1290 times

Re: [MOD] AI CHARACTERS 1.2- rebalancing of AI characters' behavior

Posted: Sun Jul 11, 2021 4:57 pm
by 3dmodel
Update to 1.2, added description of some processes.

Re: [MOD] AI CHARACTERS MOD 1.2- rebalancing of AI characters' behavior

Posted: Sat Sep 11, 2021 9:46 am
by randomzier
hey I think I made a slightly better improvement for your AI script


[HEADER]
Description= just like HAL9000 & SKYNET had a baby
(make it rain baby)

[ENVIRONMENT]
Private Company=Yes
(need this in order to not get bought out during 10yrs)

Game Starting Year=1980
(or whatever yr you want -10)

[SPECIAL RULES]
Years of Advanced Start for AI=10, Stock Purchase Allowed
(to simulate the player diving into an estabilshed world. like we're not going to mars or anything :P )

put the attached file into C:\Users\(whatever your user name)\AppData\Local\Capitalism Lab(Post-Release Beta)\script

Re: [MOD] AI CHARACTERS MOD 1.2- rebalancing of AI characters' behavior

Posted: Sat Sep 11, 2021 10:02 am
by randomzier
Oh I got some suggestions to make.
rather than making your mods production chain independently, why don't you just make your mod compatible with realworld modern world etc...etc...
I think that's a better direction to take.
and make some more various degrees of difficultiy levels for your scripts. 500% is to be honest not compatible with noobs lol

and one last thing... can you make the dog dahm UI more modern? just changing the color scheme should suffice for all i know

Re: [MOD] AI CHARACTERS MOD 1.2- rebalancing of AI characters' behavior

Posted: Sun Sep 12, 2021 8:56 am
by 3dmodel
Hey!

As for the changes in the script, yes, you can make changes at your own discretion and as you like best. To do this, it includes all the lines provided by the developers for scripting (if you know about the lines that are not included in the script, you can report it).
But there are nuances that should be taken into account.
AI characters do not have specific expertise, instead they have starting bonuses in the technology chains. The advantage of this may be an increased level of competition in all classes of products. Depending on which companies will be chosen at the start of the game, the number of competitors in one class can reach 10 or more.
The disadvantage of this is that AI companies cannot research new products that are tied to a specific year (smartphone, smartwatch). Therefore, the script indicates the start date of the game 2010, when all the products are already known. Perhaps I just turned off the date binding and thus choosing 1980, these products will already be open for production.


You can use the advanced start for AI, and the ability to buy shares of other companies at this time. But these settings have their drawbacks. Firstly, the purchase of shares by the player at the start of the game is the easiest and fastest way to increase capital. Usually the first 10-15 years of the corporation only grow. And shares that were bought at 10 will cost many times more. Secondly, half of the map will already be built up. And to create areas with high traffic will require the construction of houses, offices, etc. Also, at this time, the player cannot provide assistance to the AI ​​in some production chains, selling him semifinished products. Another disadvantage of disabling expertise is the decrease in AI activity in mine construction. Attempting to introduce small to medium sized deposits does not seem to solve this situation much. The computer prefers to buy from other companies than to buy a small deposit for 50-100M. If you want to help the AI ​​get started, the best option would be to sell raw materials. The starting script conditions for the player just provide for such development through assistance to other corporations. The player can redeem all his shares and build one or several small factories for the remaining 7-10M. Buying rock through the port and selling mining semifinished products, which are in high demand at the start, solve two problems at once, making high profits and helping other corporations. Thus, over these 10 years, AI companies will be able to develop significantly stronger.


randomzier wrote: Sat Sep 11, 2021 10:02 am and one last thing... can you make the dog dahm UI more modern? just changing the color scheme should suffice for all i know
Could you clarify with the help of a screenshot, otherwise I don't quite understand what this is about

Re: [MOD] AI CHARACTERS MOD 1.2- rebalancing of AI characters' behavior

Posted: Sun Sep 12, 2021 10:34 pm
by randomzier
I don't see any of your points are a probelm. I think you should rather improve your AI script as my suggestions.
you don't even need 10 yrs. 5 is more than plenty

the purchase of shares by the player at the start of the game is the easiest and fastest way to increase capital.
1. is'nt this an exploit still within the base game? or your normal script as well? for more constraints. just disable buying stonks

AI companies cannot research new products that are tied to a specific year
2. why is this a probelm? limit the AI so you can develop somthing yourself.

half of the map will already be built up
3. yeah? just like IRL. as I said, were not going to mars

Another disadvantage of disabling expertise is the decrease in AI activity in mine construction
4.They don't need mines. they just import every raw mat from ports. The Ports provide more than plent of raw materials.
It seems the increase in mines are an unnessary change. AI does not use em, humans had plenty already.

decrease in AI activity in mine construction.
5. tested about 10 times to prove your point. Yes they build less mines. However effect was minimal at best they still build mines when ports dont supply them. AI still goes BRRRR.

One thing. we need more cash in order to compete against the 5yr mature AI. so I bumped it up to 75 & There were too Few Banks. no one could get a loan, so I bumped it up to 3

If you want a more realistic challenge, here is my script