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  #1  
Old February 11th, 2001, 10:00 PM

tictoc tictoc is offline
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Default Re: New Mod Posted - Have fixed faults in AI Research files

Dear God (hehe), Nice mod you've done, i tried it out on full AI but noticed out of 200 turns i got a research complete approx 7 times. Now the thing is, i assume the other AI races have the same thing happening to them, which is o.k but before the mod, if i had 2 items at 0.1 they would usually be researched and completed together, with the 'mod' if there are 2 dummies between them, then the 2nd invariably misses a turn. Am i correct in this.

tic
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Old February 12th, 2001, 12:54 AM

God Emperor God Emperor is offline
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Default Re: New Mod Posted - Have fixed faults in AI Research files

Baron, I think I see where you are coming from now.
In the changes, I have not significantly increased the number of "weapon" techs being researched early on. Apart from ensuring that follow on techs get researched within about five items of the theoretical science, I have moved shields up a little and added projectile weapons level 3 very early on.

To elaborate further, what I found was that the AI would research Physics say, but, would then wait 20+ techs in some cases before researching any of the follow on techs. A decision had to be made whether to push physics down a bit or to move shields etc up. I chose the latter in order to improve the AI's fighting ability early on and make the game tougher in the early stages. As you have pointed out, this is somewhat to the detriment of infrastructure techs. My belief, however, is that overall it does help the AI, as in most previous games I usually wiped out about 4 AI opponents by turn 40 and hit mega evil. In the revised Version I am battling to take out 2 AI opponents due to the damage that AI manages to inflict on my ships that are unshielded.
Note: I play tactical combat.

Tictoc: I must admit that I dont use AI controlled research, but, what techs did you research over 200 turns?

In my latest game, by turn 20 the AI players have researched around 4 - 6 techs each - eg the Klingons have Physics, Shields 1, Projectile Weapons 3, ie 4 techs. I am concerned that you only got 7 techs in 200 turns.

Did you have divide points evenly on? That would waste a lot of points as the Filler Techs are very cheap.
Note: the AI players default is not to divide points evenly so they dont have this problem, but, if you turned research over to the minister with Divide Points evenly left on (human default), you might encounter problems.
Be interested to get more info off of you. Perhaps you can upload a saved game for me to look at.

Regards,
God Emperor
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Old February 12th, 2001, 08:36 PM

tictoc tictoc is offline
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Default Re: New Mod Posted - Have fixed faults in AI Research files

Mods used - tampa-gamer's latest
Yours
Attached - save game (3 parts)

I use AI to watch how the game progresses on it's own, i do this with any mod i try. I didn't have divide evenly on and truth to tell, i was not paying too much attention as to what tech's were being researched only concerned with how the game reaches it's own conclusion. The approx 7 research complete Messages appeared in the log file over 200 turns, it's not the total techs in 200 turns. what seemed to be happening was the first tech level in the list was at 0.1 then there were 2 fillers before the next tech, the 1st filler i think i noticed at some stage in the game was set at 0.2 and the 2nd was at 0.1, so the 4th tech (0.1) needed to be researched, was being delayed by a turn, after approx 200 turns i decided to take over the research. The game is still progressing. The game is at date: 2432.9 at the moment and i gotta admit my race is having a prob against the AI, so by that token it's a good mod.

tic
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Old February 12th, 2001, 09:47 PM

tictoc tictoc is offline
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Default Re: New Mod Posted - Have fixed faults in AI Research files

I managed to catch it on a new save file for you it's at date: 2436.6 and shows the filler 1 is being processed so computers level 3 has to miss a turn. Hope it helps

tic
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Old February 12th, 2001, 10:11 PM

jimbob55 jimbob55 is offline
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Default Re: New Mod Posted - Have fixed faults in AI Research files

Why not just change all the research priorities so that the AI can only run 2 projects at the same time?

Assign 50% points usage minimum to all projects and Bob is your father's brother...
Or am I missing something that's sat under my nose?
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Old February 12th, 2001, 10:31 PM

tictoc tictoc is offline
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Default Re: New Mod Posted - Have fixed faults in AI Research files

sorry to use this thread for an off topic, Hey jimbob55 did you get my e-mail reply on the story?
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Old February 13th, 2001, 12:31 AM
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Daynarr Daynarr is offline
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Default Re: New Mod Posted - Have fixed faults in AI Research files

quote:
Originally posted by jimbob55:
Why not just change all the research priorities so that the AI can only run 2 projects at the same time?

Assign 50% points usage minimum to all projects and Bob is your father's brother...
Or am I missing something that's sat under my nose?



You are missing something. The "Tech Area Min Percent" line you are referring to is not working. You can put any value here but AI will always have 4 techs in queue.
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