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  #1  
Old March 5th, 2003, 04:15 PM

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Default Re: AI DEATH MATCH 2

Quote:
Originally posted by Master Belisarius:
quote:
Originally posted by Rexxx:
quote:
Originally posted by Master Belisarius:
Gron vs Azorani.
The Gron won at the turn 470.
Well, after checking the Gron savegames I have to say again how helpful for me this contest is.
From time to time (every second or third turn) the Gron think of a LC equipped with CSMs as their best short range attack ship (I guess due to a lousy oversight in the design-file). Not the smartest thing a talisman race can do in mid- and endgame when they can have a DN coming with TKPs and the Talisman.

I saw this problem with most of the modded AI races...

In other of my Posts on this topic, I wrote the work-around that in my view fix this problem (talking about the problem with the Sergetti's ships).
When does exist several ship designes with different sizes, at some point, the AI start to rebuild their ships using small designes (old designes!).
This start to occur (at least in the cases that I knew), after some time the AI reach the DN size. But think in some way is also related to the weapon that currently is using for the DN.
An example, the Tessellate attack ships.
As most the modders, I did different attack ships, depending of the ship size. Here the DN main design.

Name := Attack Ship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Maximum Weapons Range
Size Minimum Tonnage := 801
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 2
Must Have Ability 1 := Weapons Always Hit
Must Have Ability 2 := Quantum Reactor
Minimum Speed := 4
Desired Speed := 6
Majority Weapon Family Pick 1 := 22
Majority Weapon Family Pick 2 := 0
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 30
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 250
Armor Spaces Per One := 10000
Majority Comp Spaces Per One := 200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 200
Secondary Comp Ability := Weapon
Num Misc Abilities := 7
Misc Ability 1 Name := Cloak Level
Misc Ability 1 Spaces Per One := 10000
Misc Ability 2 Name := Combat To Hit Defense Plus
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Point-Defense
Misc Ability 3 Spaces Per One := 250
Misc Ability 4 Name := Self-Destruct
Misc Ability 4 Spaces Per One := 10000
Misc Ability 5 Name := Multiplex Tracking
Misc Ability 5 Spaces Per One := 10000
Misc Ability 6 Name := Extra Movement Generation
Misc Ability 6 Spaces Per One := 10000
Misc Ability 7 Name := Point-Defense
Misc Ability 7 Spaces Per One := 10000

The weapon "30" is the Shard Cannon.
Well, time in time, after start to build these designes, the AI decided to re-create their attack ships... and had not better idea than build an old CR design, that used their Crystalline Armors and Napal Bombs as weapon... Here is:

Name := Attack Ship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Ram
Size Minimum Tonnage := 401
Size Maximum Tonnage := 500
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Shield Generation From Damage
Minimum Speed := 4
Desired Speed := 6
Majority Weapon Family Pick 1 := 0
Majority Weapon Family Pick 2 := 0
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 13
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 250
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 80
Majority Comp Ability := Shield Generation From Damage
Secondary Comp Spaces Per One := 10000
Secondary Comp Ability := Weapon
Num Misc Abilities := 5
Misc Ability 1 Name := Quantum Reactor
Misc Ability 1 Spaces Per One := 10000
Misc Ability 2 Name := Combat To Hit Defense Plus
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Supply Storage
Misc Ability 3 Spaces Per One := 10000
Misc Ability 4 Name := Point-Defense
Misc Ability 4 Spaces Per One := 250
Misc Ability 5 Name := Self-Destruct
Misc Ability 5 Spaces Per One := 10000

Why use this old CR design and at least, don't use the other BC or BB availabe ship designes????

I had an idea: did a paste of the original DN two times, with the idea that maybe the AI could use the second design (that was the same than the first of course!), instead the CR. I was wrong...
Then, remembered that the Pyrochette never had this problem... and remembered that them used 2 kind of DN ships with different weapons.
With this idea, I did a new try: designed a new DN that use the other Crystalline Weapon (can't remember the name... I don't like so much this weapon!!), their weapon family is 31.
This thing fixed the problem!!!!!! The Tessellate started to rotate their ship designes, using the original DN with shard cannon during some time, and time in time, designed the DN with the other weapon as main attack ship.

I had the same problem with the auxiliary ships: Support, Offensive sweepers, troop transport, and even with units. Using the same idea (designes with different weapons for the DN ships), never had again this problem.
IT WORKED TO ME... and think should work to everybody!!!
Hope it will help to create more strong AIs!

Very interesting approach.
My guess was the "design switching" came from using different weapons (smaller Gron ships use CSM, larger TKP). I think I can get rid of it by using a CSM as second Majority weapon pick and TKP as first one (for all ships). One more thing to be checked.
So far I never saw it with ships which used everytime the same weapon. Maybe I just never realized this behaviour. Good to know that you find a workaround. A workaround which is harder to achieve for "normal" races than for "special" races whose weapon research led to several different weapons simultaneously. Anyway, the main thing is that there is a workaround at all and that the Gron are a psychic race.
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  #2  
Old March 6th, 2003, 02:01 AM
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Master Belisarius Master Belisarius is offline
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Default Re: AI DEATH MATCH 2

Teslik vs XiChung.
The Testlik won at the turn 450.
Think the XiChung need a major review to make them competitive (5 games in the tournaments 1 & 2 and 5 defeats).

Here the link: Teslik_vs_XiChung_A8.zip
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  #3  
Old March 7th, 2003, 12:22 AM
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Default Re: AI DEATH MATCH 2

Fazrah vs Narn.

Both are great AIs, and was an interesting game for the first place... but something long: more than 9 hours playing.
The Narn won by points after the turn 500.

Then, the Narn won their group and the Fazrah got the second place.

The link: Fazrah_vs_Narn_A1.zip
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  #4  
Old March 7th, 2003, 01:39 AM
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Default Re: AI DEATH MATCH 2

Cylon vs Praetorian.

The Preatorian won after the turn 121.
Was a deserved victory and they got the Last place to the next round.

Here the link: Cylon_vs_Praetorian_A1.zip

The standings on this group were:
Narn 3 points
Fazrah 2 points
Praetorian 1 point
Cylon 0 point

[ March 06, 2003, 23:43: Message edited by: Master Belisarius ]
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  #5  
Old March 7th, 2003, 04:12 AM
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Default Re: AI DEATH MATCH 2

Piundon vs Pyrochette.

The Pyrochette won at the turn 188, and finished with 3 points in the first place.

Link: Piundon_vs_Pyrochette_A2.zip

Now are fighting the Romulans and the Orks... and if the Romulans win, will need to play extra games to determine 2nd and 3rd place on this group.
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  #6  
Old March 7th, 2003, 11:26 PM
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Default Re: AI DEATH MATCH 2

MB,

Your post about 9 hour games made me curious. What sort of system do you run the games on, if you don't mind me asking.
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  #7  
Old March 7th, 2003, 11:59 PM
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Default Re: AI DEATH MATCH 2

Quote:
Originally posted by Dralasite:
MB,

Your post about 9 hour games made me curious. What sort of system do you run the games on, if you don't mind me asking.
I'm using a progam (SE4 Batch) that I did some months ago, that allow you to run test games (in simultaneous mode) without click "end turn".

Think still does exist into the download forum.

Edit: I found the link to the SE4Batch program.

SE4 BATCH

After download and istall it, you should unzip the upgrade into the folder were you installed the program.

UPDATE VERSION 1.1

Also, must say that only can assure that works in Win95/Win98... sorry (and by the way, I have lost the source code!)

[ March 07, 2003, 22:19: Message edited by: Master Belisarius ]
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