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March 7th, 2003, 09:04 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
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Re: Slow down exploration speed in AICampaign/PROPORTIONS
The AI appears to have severe problems with "no WP connected" anyways. I will repeat another test with high bonus and 10 planets start but I guess it will not be much better:
-new Krill AI 5000pts, mining aptitude impressive
-no WP connected
-medium settings (I have dropped the idea of poor start), no bonus, 1 planet start
game date: 2827 (427 years later)
-TWO WPs have been opened, a WP opener ship is surfing through the systems just sucking up minerals (25K/turn), mineral resources zero, org+rad is filled completely.
-7 ships and a few sats, a medium breathable planet 2 sectors away from home is filled with megalopolies, the other planets are fairly developed with monoliths, megaplexes
-Researching for SM 8 (sphere world placement generator, mmh, maybe I should let it run for another while...)
With all of the other tests before, I have never seen AI opening more than 2 WPs yet.
Some thoughts about the rest of the game setup, although it will be boring if the AI will be that inactive:
-Guzzling supplies. I have created two additional racial tech entries without costs: supply usage +50% and supply usage +100% to get some experience with it. A first level colonizer with supply cargo I (6000) would have supplies for 25 sectors if supply guzzling (30%) and +100% is set. Funny, the restricted traits that are set for guzzlers do not work, I mean you can set what you want, e.g. power conservation and guzzling to get a reduction by 25% + an increase by 30% (makes not much sense, I know).
-I have found some objections against the mass increment, or "engines per move". If I would increase them too much, the long range weapons become too overpowered. And if the colonizer would e.g. just move 1 sector per move with 8 engines it would be no difference if it has supplies or not (because of the min. 1 emergency drive).
-Human players should do some self-restrictions, like: it is not allowed to build troops or colonizers in space. I still favor the idea to decrease organic output of SY components drastically and additional to that I would prefer higher organic costs of colony pods. It has to take some 10 years to build a colony with a SYS, so that colony ships would have to be launched from planets only and always. OTOH this would be bad for organic races, any ideas to circumvent that?
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March 7th, 2003, 09:29 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
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Re: Slow down exploration speed in AICampaign/PROPORTIONS
Ich werd' bekloppt
1st test results:
SE4 verursachte einen Fehler durch eine ungültige Seite
in Modul WINMM.DLL bei 015f:bfe18e6c.
Register:
EAX=00000000 CS=015f EIP=bfe18e6c EFLGS=00010206
EBX=83206118 SS=0167 ESP=01abfedc EBP=01abff0c
ECX=d43df5a0 DS=0167 ESI=83105ff8 FS=3a9f
EDX=8310501c ES=0167 EDI=832060ac GS=0000
Bytes bei CS:EIP:
c7 46 40 00 00 00 00 33 c0 5f 5e c2 08 00 53 56
Stapelwerte:
d480ef90 83105ff8 bfe18f45 83105ff8 832060ac bfe13522 bfe138e6 832060ac 000003bd 83105ff8 83106040 00000000 01abff6c bfe13544 832060ac 000003bd
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March 7th, 2003, 10:10 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Slow down exploration speed in AICampaign/PROPORTIONS
Quote:
Originally posted by PsychoTechFreak:
Ich werd' bekloppt
1st test results:
SE4 verursachte einen Fehler durch eine ungültige Seite
in Modul WINMM.DLL bei 015f:bfe18e6c.
Register:
EAX=00000000 CS=015f EIP=bfe18e6c EFLGS=00010206
EBX=83206118 SS=0167 ESP=01abfedc EBP=01abff0c
ECX=d43df5a0 DS=0167 ESI=83105ff8 FS=3a9f
EDX=8310501c ES=0167 EDI=832060ac GS=0000
Bytes bei CS:EIP:
c7 46 40 00 00 00 00 33 c0 5f 5e c2 08 00 53 56
Stapelwerte:
d480ef90 83105ff8 bfe18f45 83105ff8 832060ac bfe13522 bfe138e6 832060ac 000003bd 83105ff8 83106040 00000000 01abff6c bfe13544 832060ac 000003bd
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Duhh, I know. It happens every time Krill builds Ringworld 
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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March 8th, 2003, 07:04 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
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Re: Slow down exploration speed in AICampaign/PROPORTIONS
This looks better, 10 planet start, high bonus, low research costs, after 40 years tech tree is completely researched, resources in treasury is at maximum:
Cryslonite 1st place, 114 planets, 18 systems, good planet development, seen a planet with 3 arcologies, some monoliths, complexes. But a few weird things also: military installations and refining colonies build a lot of space port+resupply depots (e.g. 11 of them + a few distribution centers). Net min resources per turn: approx. 4 million, impossible to use up.
Krill 3rd place, 36 planets, 6 systems, planets with multiple distribution centers and SP+RD also, but they seem to avoid building cities, I do not see even one minor city.
Piundon Last place, 1 system, 1 WP has been opened to an asteroid belt. Planet development looks normal, 1 distribution center, 1 SP+RD, a megalopolis or metropolis, rest research complexes or similar.
UkraTal 2nd place, 9 systems, 48 planets. One or two planets with multiple depots, SP+RDs.
Now it's about to find a compromise where the AI does not run out of resources. For me it looks like the AI seems to stop almost everything when it is lacking resources, could it be true?
JLS' AICampaign looks interesting for another attempt of no-WP-connected. If the AIs even do their job under finite resources...
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March 8th, 2003, 07:36 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: Slow down exploration speed in AICampaign/PROPORTIONS
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March 8th, 2003, 09:33 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
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Re: Slow down exploration speed in AICampaign/PROPORTIONS
Quote:
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Are you testing AI campaign with DOS batch program. Are you testing it in Finite Mode?
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No to both questions. All I have done so far is, I have downloaded 2.01 a few days ago and I read through the interesting AIC thread. I understand the AI tests more as a search for a challenging setup for WP not connected solo play.
Quote:
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Do you understand, how the AI is helped in Finite Play with the Finite MOD.
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I have to say no, not really. But maybe I am going to understand more after some tests.
Quote:
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Do you enjoy Finite play your self?
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A big YES ! I like setups and mods which are as close to reality as possible, that is why I am looking for a good setup with a long time isolated in or near the home systems
What do you recommend for a finite resource + no WP connected game? Or do you think it would be too much? 3 rich planets start at least, I think.
The EEE will be part of the 1st test that I cannot await now anymore...
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March 8th, 2003, 09:34 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: Slow down exploration speed in AICampaign/PROPORTIONS
Actually, the allot of the research files has been a work in progress for AIC of the past year, with priority changes and all.
What races do you think should excel in Stellar Manipulation?
All
Some
or Just science race?
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