Istrolid Guide

AI Guide for Istrolid

AI Guide

Overview

Micromanage your ships for the ultimate gameplay advantage. One of the first AI guides for Istrolid. Understand the basics and definitions behind the various AI commands and how to organize them efficiently.

What is this?

This is an instruction guide on using the Artificial Intelligence features. In Istrolid, you can micromanage your fleet by programming them to perform specific tasks, similar to the computer controlled ships in the campaign mode. Understanding the AI system can give you the upper hand in the game as it allows ships to control themselves and make decisions without needing the player to issue commands.

Accessing the AI

You can access the AI controls from the ship Design room. Click “ai off” at the top right corner of the staging area. This will unlock other options used for AI. Press the “ai” button to bring up the controls.


Let’s Begin!

With the AI controls open you should see something similar to the screen below.


Let’s Begin!

Everything you will need to program your ship’s AI is on the left. Clicking on one of the commands in the left pane will add it to your ship’s overall AI (center pane).

Priorities

When adding multiple commands, you may move the commands up or down. This allows you to prioritize commands as the ship will always give priority from top to bottom. For example, if you put “Goto Enemy Spawn” above “Avoid Everything,” the ship will try to fly to the enemy’s spawn while ignoring the enemy. However, if you put “Avoid Everything” first, the ship will fly to the enemy’s spawn while also avoiding the enemy.

As you become familiar with the AI you will see how prioritizing becomes very important. By chaining multiple commands in the right order, you can have a very sophisticated ship that can capture all points while avoiding enemy fire or a ship that hunts down drones while recharging your fleet’s energy.

Commands

The commands are divided in to four tabs:

The first tab is for fielding (spawning) ships. For example, the command “Field 2 at start” will cause the game to spawn 2 ships when the game begins.

The second tab is for movement commands.

The third tab is for attack commands.

The fourth tab is for everything else.

The orange boxes in the commands indicate a variable that can be edited. For example, given the command “Field [2] at start” you can change the “2” to any number (provided you have sufficient funds) and it will spawn that many ships.


The command above will spawn 10 ships when the game begins.

Here is a list of commands and what they do:

Field Tab

Field X at start: Spawns X ships when the game begins.

Field X at priority Y: Spawns X ships if there are no higher priority spawns in queue. For example, if you set Y to 1, the ships will spawn regardless of other queued ships. It is a good idea to set drone ships to field at priority 2 or 3 so that ships you wish to spawn intentionally will have top priority.

Try to field X every Y seconds: Spawns X ships every Y seconds (priority 1)

Field X for Y of ship in slot A at priority B: This will spawn X ships for every Y ships from Slot A with a priority of B. For example, if you choose “Field 2 for 1 of ship in slot 1 at priority 1” the game will try to spawn 2 ships for every ship from slot 1. This is useful if you require a specific ratio of ships. For example, if you want 1 recharger ship for every 3 fighters.

Field X for Y of Z at priority A: This will spawn X ships for every Y ships with specific type. That type is determined by the game as either a Point Defense Need or a Fighter Counter.
For example, given Field 2 for 3 of Point Defense Need at priority 1. If the enemy has a bunch of missile launcher ships and the game feels that you need 6 ships with point defense to counter them, the AI will spawn 4 ships (since 2/3 of 6 = 4).
Note: Specific mechanics and stats for this are not yet available.

Field X when money is over Y at priority Z: Spawn X ships at priority Z if your funds are over Y.

Movement Tab

X Command Points within Ym: Will perform action X on any command points within Y meters of the ship.

Goto X: The ship will fly towards X

Stay in Xm range of friendly units: The ship will try to stay within X meters of ships on your team.

Stay in Xm range of slot Y units: The ship will try to stay within X meters of your ships from slot Y.

Stayaway in Xm range from slot Y units: The ship will try to stay at least X meters away from Slot Y ships.

Attack Tab

X enemy within Ym: Perform X maneuvers on enemies within Y meters.

X enemy that is Y and Z within Am: Performs X maneuvers on enemies that are Y and Z within A meters.

X enemy that is Y than Z within Am: Performs X maneuvers on enemies that are Y than Z within A meters. For example, given Attack enemy that is Slower than 100 within 1000m. The ship will attack enemies within 1000 meters that are slower than 100m/s (meters per second).

Misc Tab

Avoid everything: Ship will try to avoid all enemies as well as enemy projectiles.

Avoid X dps danger areas: Ship will try to avoid any area where enemy danger area is X or higher. The danger areas are represented by white blocks (if your AI grid is enabled). See the screenshot below:


Avoid over X damage shots: The ship will try to avoid projectiles that deal more than X damage.

When shields down to X%, flee: The ship will flee if its health drops below X%

When X% of energy, Y: Perform Y when the ship reaches X energy.

Find units that are out of energy: Duh

Special Variables

Some of the variables for the AI commands are not based on numbers, but rather mechanics and maneuvers. These can be changed using the drop box after adding the command to the center pane. Here is a list of those special variables:

Movement Tab

Capture: Captures the closest command point. All ships with this AI will go to the same point.

Spread to: Go to all enemy command points. Similar to “Capture” except the ships will spread out over different points.

Guard: Go to all command points. Similar to “Spread” except the ships will also go to points that you control.

Protect: Go to any point being captured by the enemy. This is only useful for ships with weapons.

Enemy Spawn: Go to the Black dotted circle

Friendly Spawn: Go to the White dotted circle

Enemy Home: This is a point designated by them, where their units fly to after spawning.

Friendly Home: This is a point designated by you, where your units fly to after spawning.

Enemy Army: Go to the middle of where the majority of enemy ships are located.

Friendly Army: Go to the middle of where the majority of friendly ships are located.

Attack Tab

Attack: Attack

Flee: Run away or avoid.

Kite: Stay at own range and attack.

Ram: Fly at full speed toward the enemy.

Bomb: Fly to own range of enemy and fire then flee.

Run-by: Go towards the enemy but not ram.

Circle: Circle the enemy when in range.

Backstab: Attack from behind.

Wiggle: Move like a snake in a circle. This makes it difficult for the enemy to target your ship.

Stay at range: Stay at range. The ship will not move unless an enemy is able to shoot at you or you have another movement command.

Brawling Value: Unknown, but I suspect this has something to do with a combined value of speed, health, and DPS.

Challenge

Beginner Challenge:

As a challenge to you, try making a fast moving ship the regenerates energy for your allies. Tell it to avoid dangerous ships (ignore drones) and capture points, however its top priority should always be to regenerate ships that are out of energy.

Expert Challenge:

Create the ultimate kiting ship with the potential to win a multiplayer match while you sit and relax. It should be an affordable ship that is most effective when in groups (4+). This ship should fire long range weapons and should avoid any all enemies and projectiles. After fielding, the ship should immediately seek out enemies, when in range it should stop and maintain maximum range, If your enemy chases the ship, it will flee and if the enemy stops chasing, your ship will stop fleeing and continue attacking. Watch out for suicide units; to keep your group of ships safe they should also have AI that tells them to stay atleast 100m apart from each other.

Can you do it? Show me a video or let me know if you get stuck.

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