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March 6th, 2003, 09:49 PM
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Re: Proportions AI without AI colony bug :)
Quote:
Originally posted by oleg:
Yes, there is a big chance Abbidon in your setting will not build ANY rock colonizers if it already has enough unused Gas colonizers at that moment. This is why it is called "dead end colonizer bug"
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I have no unused settings=0 as you can see!
Unless I am misunderstanding you?
I believe the below Abbidon will continue to build Colonizers, Its been tested and ok, Oleg.
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If the Build at Least value is greater than 0 , we check if the Planet Per Item condition is still true. If it is, then we purchase another one, if not, we move to the next queue item. If we do purchase another one, we continue in this loop until the condition is false , or we have purchased the number in Build At Least.
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I believe with your suggested setting a (Must Have At Least) condition may halt colonizer production if AI has 3 not needed colonizers in surplus and less then 16 planets. Hence not building a new Colonizer design type.
Abbidon currant settings:
AI State := Not Connected
Num Queue Entries := 23
Entry 11 Type := Colonizer
Entry 11 Planet Per Item := 30
Entry 11 Must Have At Least := 0
[ March 06, 2003, 20:32: Message edited by: JLS ]
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March 6th, 2003, 10:03 PM
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Lieutenant Colonel
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Re: Proportions AI without AI colony bug :)
Oleg,
Is it possible that the Colonizer bug you are referring to has already been resolved?
Version 1.62:
1. Fixed - The AI was not purchasing colonizing ships
Version 1.61:
1. Changed - The Default_Ai_Construction_Vehicles.txt file will now allow
for the design name or the design type. The term "Colonizer" is
till hard-coded to be evaluated to the needed type of colonizer.
When looking for the design to build, the game will look for the
latest design which matches the design name. If no match is found,
then the latest design which matches the design type will be located.
If neither is found, this purchase item will be skipped.
[ March 06, 2003, 20:04: Message edited by: JLS ]
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March 7th, 2003, 01:21 PM
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Re: Proportions AI without AI colony bug :)
It is still not fully solved. I think it works as intended if you use "must have = 0" but nit in other situations. I checked how your file works and it looks great ! I am going to redo all "non-connected" states in my AI  Thank you very much ! 
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March 7th, 2003, 06:17 PM
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Corporal
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Re: Proportions AI without AI colony bug :)
Sorry, I don't get it. Why should setting Must have at least to "0" help avoiding a colonizer dead end?
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March 7th, 2003, 06:29 PM
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Re: Proportions AI without AI colony bug :)
Quote:
Originally posted by Rexxx:
Sorry, I don't get it. Why should setting Must have at least to "0" help avoiding a colonizer dead end?
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Because there are no "unused" colony ships in reserve. Nothing yo impede construction of different colony ships upon request
Don't think it will work in "open" state. There are always planets to colonize and AI can easily saturate "planet per item" and get to the same sorry state but I'm not sure.
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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 7th, 2003, 06:43 PM
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Corporal
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Re: Proportions AI without AI colony bug :)
Quote:
Originally posted by oleg:
Don't think it will work in "open" state. There are always planets to colonize and AI can easily saturate "planet per item" and get to the same sorry state but I'm not sure.
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That's exactly what I guessed. Sooner or later the Planets per item condition is fulfilled with unusable colonizers and I get stuck again in this damned dead end.
Will run my tests in connected games during the weekend, maybe I can come up with something.
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March 7th, 2003, 07:07 PM
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Lieutenant Colonel
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Re: Proportions AI without AI colony bug :)
I recommend you also look at Infrastructure State for Colonizers in regards to PPI.
This is where AI Defaults too; coming out of the Not Connected State !!!
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I believe the Proposed setting of 160 to 200 PPI; For Infrastructure currently suggested for Colonizers may be high there as well, and may be problematic…
[ March 07, 2003, 17:09: Message edited by: JLS ]
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