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March 14th, 2003, 11:03 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
All right, this is what I have observed unfortunately, but probably it helps a bit.
Reproduction Check Frequency := 10000, to investigate the real transport issue without influence of reproduction.
WPs not connected, to keep the observation area small.
Krill population transporter can carry 211
Krill colonizer can carry 202
All planets of the isolated system are colonized.
I do NOT see the "cannot load cargo" message anymore, but the transporters do not leave homeplanet anymore if the colony levels reach 500 obviously:
4 Colonies have got 624 M (which is from 1 colonizer + 2 transporters)
1 Colony has got 835M (1 colonizer + 3 transporters)
I just can see the loaded transporters remaining at the homeplanet. They are "flashing" (I have set animation to ON) at the beginning of each turn, but they don't move anymore.
You are right with the 500M stagnation, oleg. This one is hardcoded, right?
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March 14th, 2003, 11:06 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
Read the SE4 Modding 101 tutorial. It will tell you what all of those settings do.
Each shot on the planet kills 1 pop unit, regardless of what
Damage Points To Kill One Population := 200
is set to. Set it to 10000, and every shot on the planet kills 1 pop unit, even if the weapon only does 1 damage.
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March 15th, 2003, 01:33 AM
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National Security Advisor
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
Quote:
Originally posted by Imperator Fyron:
Read the SE4 Modding 101 tutorial. It will tell you what all of those settings do.
Each shot on the planet kills 1 pop unit, regardless of what
Damage Points To Kill One Population := 200
is set to. Set it to 10000, and every shot on the planet kills 1 pop unit, even if the weapon only does 1 damage.
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Or, do a test, and see what actually happens. Last time I tested this was 1.78 or earlier, but the above was not true, IIRC.
PvK
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March 15th, 2003, 01:49 AM
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Shrapnel Fanatic
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
Quote:
Or, do a test, and see what actually happens. Last time I tested this was 1.78 or earlier, but the above was not true, IIRC.
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That is what happened when I tested it. Actually... to be more accurate, the shots that damage pop/facilities always kill off at least one pop unit. The shots that damage cargo (such as WPs) do no damage to population.
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March 15th, 2003, 02:58 AM
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National Security Advisor
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
Ok, I just ran some tests to confirm and I guess I mis-remembered. I thought I had seen that it was fixed, but I guess not. Yes, it looks like one shot will always kill at least one pop unit - the damage gets rounded up to the pop damage value, once all units are destroyed. Sigh...
PvK
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March 15th, 2003, 03:40 AM
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Lieutenant General
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Location: Oxford, UK
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
Quote:
Originally posted by PsychoTechFreak:
You are right with the 500M stagnation, oleg. This one is hardcoded, right?[/QB]
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I think so. It would be nice if MM moves this variable to settings.txt like most other numbers. But untill he does it we will have to live with it ! It is not a bad feature for connected games. AI spread population quite nicely if you play either my Proportions modification or with your settings. I still wonder what is the upper limit on population mass before AI bug kicks in.
__________________
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 15th, 2003, 03:44 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
Quote:
Originally posted by PvK:
Ok, I just ran some tests to confirm and I guess I mis-remembered. I thought I had seen that it was fixed, but I guess not. Yes, it looks like one shot will always kill at least one pop unit - the damage gets rounded up to the pop damage value, once all units are destroyed. Sigh...
PvK
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I never said that how it works was good, just that it is how it works. 
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