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March 16th, 2003, 06:00 AM
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First Lieutenant
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Re: [Other games] Galactic civilizations released March 26th.
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Askan, if the Last time you played SEIV solo two years ago, you have no rights to comment about the current state of SEIV AI ! Honestly.
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I agree. To those who don't Try:
Hard AI, no neutral empires, many computer opponents, Max AI advantage, and check all computer vs human. I have tried this repeatedly, in many different sizes of galaxys, and have never managed to win. (Oh, I also use the TDM AI's)
__________________
Gaze upon Taz-in-Space and TREMBLE!
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WARNING: Always count fingers after feeding the Tazmanian Devil!
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March 16th, 2003, 08:49 AM
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Shrapnel Fanatic
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Re: [Other games] Galactic civilizations released March 26th.
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Originally posted by Taz-in-Space:
I agree. To those who don't Try:
Hard AI, no neutral empires, many computer opponents, Max AI advantage, and check all computer vs human. I have tried this repeatedly, in many different sizes of galaxys, and have never managed to win. (Oh, I also use the TDM AI's)
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That is not a result of good AI, it is a result of stacking lots of bad AIs against you. 
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March 16th, 2003, 11:18 AM
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Captain
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Re: [Other games] Galactic civilizations released March 26th.
LOL! 
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March 16th, 2003, 03:51 PM
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Private
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Re: [Other games] Galactic civilizations released March 26th.
Well, the developer of GalCiv declares that their strong AI is due to the multi-threaded mechanism. I remember there is an option to set a total ship number uplimit in order to reduce end-game AI calculation time. So calculation is very time-consuming for the computer. But using multi-threaded mechanism, the GalCiv probably won't have such kind of issue, because the computer thinks while the player is still making his arrangement!
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March 16th, 2003, 10:55 PM
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Shrapnel Fanatic
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Re: [Other games] Galactic civilizations released March 26th.
Quote:
Originally posted by neomax:
Well, the developer of GalCiv declares that their strong AI is due to the multi-threaded mechanism. I remember there is an option to set a total ship number uplimit in order to reduce end-game AI calculation time. So calculation is very time-consuming for the computer. But using multi-threaded mechanism, the GalCiv probably won't have such kind of issue, because the computer thinks while the player is still making his arrangement!
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So? They could just as easily make a deep, feature-rich game and use a multi-threaded AI mechanism. Instead, they chose utter simplicity. 
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March 17th, 2003, 06:01 AM
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Captain
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Re: [Other games] Galactic civilizations released March 26th.
[quote]Originally posted by Imperator Fyron:
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So? They could just as easily make a deep, feature-rich game and use a multi-threaded AI mechanism. Instead, they chose utter simplicity.
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You are mistaken. Gal Civ is a much more complex game than SEIV and has many more features. To top it all off, it has a rock solid AI. As a single player game, it will easily be a better game than SEIV.

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March 17th, 2003, 06:31 AM
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Shrapnel Fanatic
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Re: [Other games] Galactic civilizations released March 26th.
Just attack and defense value of ships for combat resolution? Sounds very complex to me.
What features does it have that SE4 doesn't? Besides multi-threaded AI (which does nothing for the complexity of a game).
[ March 17, 2003, 04:32: Message edited by: Imperator Fyron ]
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