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March 16th, 2001, 01:16 AM
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Sergeant
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Join Date: Dec 2000
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Re: State of the game: experience reports (long)
quote: ...I see a lot of wonderful Posts on here, many with concrete idea's on how to fix the flaws or imporove the game in other ways, my question is: Does MM read our Posts?
I doubt it. MM probably has trouble finding time just to go to the bathroom much less to read this board. LOL. 
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The difference between genius and stupidity is that genius has its limits.
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March 16th, 2001, 02:05 AM
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Second Lieutenant
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Location: Australia
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Re: State of the game: experience reports (long)
Jowe01,
I suggest that you email your excellent post to MM. I agree with your observations...
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March 19th, 2001, 07:35 PM
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Corporal
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Join Date: Sep 2000
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Re: State of the game: experience reports (long)
God Emperor, I did that. Maybe MM will address some of the points. Does anybody have some information on what is being worked for the next patch ?
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March 19th, 2001, 10:05 PM
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Brigadier General
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Location: Ohio, USA
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Re: State of the game: experience reports (long)
Good post,
1.also should add AI never uses baseships
2. have neutral AI's expand more
3. Neutral AI's once at war to become
somewhat aggressive
4. Use capture planets and ships for AI
5. add pirate race to game
just some ideas, mac
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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
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March 19th, 2001, 10:33 PM
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Second Lieutenant
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Join Date: Aug 2000
Location: New York, New York USA
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Re: State of the game: experience reports (long)
FYI,
MM does read the Boards as well as people who are helping him.
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Seawolf on the prowl
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Seawolf on the prowl
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March 21st, 2001, 03:59 AM
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Corporal
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Join Date: Dec 2000
Location: Sherman, TX, USA
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Re: State of the game: experience reports (long)
I have found that the AI is a terror at the beginning but strangles itself through poor resource management in longer games. I think the reason is that it does not build storage facilities and the default 50,000 storage is not enough of a buffer for late game facility or ship builds. If I can Last through turn 100-150, the AI dies through economic strangalation. The AI gets locked in a catch 22. It can not build more colonies, ships, or facilities because it has no resources and it can't get more resources until it builds more colonies and facilities. In a test game, I set a value of 10100000 for the empire storage. I lived with the 100000 level by rush buiding initial storage locations, while the AI used the 10,000,000 storage to stockpile supplies that resulted in the AI being tough till the end and eventually beating me, and it only had a low bonus. At low bonus this has never happened before. I posted some suggestions on legally increasing the AIs storage ability.
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March 21st, 2001, 04:24 AM
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Corporal
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Join Date: Mar 2001
Location: Sweden
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Re: State of the game: experience reports (long)
Again, Jourin. I don't agree - I understand and see the problem - but I don't agree to the solution. Instead the AI should learn how to build and manage resource storages.
About the catch22:
In the Race_Ai_Settings.txt there is a line:
Maximum Maintenance Percent of Revenue := 80
Maybe if there was diffrent lines for different types of construction options, like:
Maximum Maintenance Percent of Revenue := 80
Maximum Maintenance Percent for colony ships := 95
Maximum Maintenance Percent for extraction facillities := 150
etc...
[This message has been edited by Lucanos (edited 21 March 2001).]
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