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Rexxx
November 19th, 2002, 11:49 AM
There is a hardcoded safety device to protect the AIs from running out of resources. I read about it and often could see it intervening.

Does anybody know the criteria/calculations/conditions which are used/necessary to wake up this hardcoded AI? I tried but I see no pattern so far.

Fyron
November 19th, 2002, 11:52 AM
There is a minimum resource generation, definable in Settings.txt. Other than that, I don't think that there is anything like what you are talking about.

God Emperor
November 19th, 2002, 03:26 PM
SJ,
is this the line you mean?

Maximum Maintenance Percent of Revenue := 99

GE

Rexxx
November 19th, 2002, 03:27 PM
Thanks for your answers.
But I tried to describe something different:

Just as an example (the numbers are not exact):
My AI has 30000 kt organics in stock, its net resources per turn are -4000 kt organics.
During this turn another planet is colonized. It has a mineral value of 140%. Normally a mining colony should have been founded according to my settings in the AI planet_types file.
However what I get is a farming colony on this planet with its organic value of 80%.
That is not an isolated case, I've seen this several times. If the AI "thinks" it will be going bancrupt because of lacking radioactives there is a good chance the next colonized planet will become a refining colony regardless of its value.

It is mentioned in
http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=001756
and I would like to know about its details.

God Emperor
November 19th, 2002, 03:44 PM
Rexxx,
There certainly is an over-ride on the planet designation routine. I'm not sure whether it is a ratio of the nett production to storage or what.
I usually find that giving the AI at least a low bonus pretty much stops the problem. I've checked my AI on numerous occaisions and they pretty much behave themselves.
In galaxies where planets are not numerous, the problem can be exacerbated.

Regards,

GE

Rexxx
November 19th, 2002, 04:29 PM
Originally posted by God Emperor:

In galaxies where planets are not numerous, the problem can be exacerbated.
<font size="2" face="Verdana, Helvetica, sans-serif">Especially if you try to mod gas giant races. http://forum.shrapnelgames.com/images/icons/icon7.gif

Seriously:
This override can be quite annoying if two or more of those precious huge gas planets with a breathable atmosphere and a very high mineral value are "wasted" only to counteract a net loss (or whatever it uses) of organics which will end two turns later anyway.

Mephisto
November 19th, 2002, 04:56 PM
Rexxx, you already said everything there is about to say on the AI colonizing. If any resource will drop into the negative, the next colony will be of the appropriate type. There is nothing you can do about it and as the AI will never scrap anything (except atmospheric converts) this is MOST annoying.

Suicide Junkie
November 20th, 2002, 02:46 AM
There is also a setting which prevents the AI from building more ships than it can maintain...