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March 20th, 2002, 02:13 AM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
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Re: AI longtime simulation feature
Wow, 8MB of code, that will take some time on my old steam computer.
As for the times in later states of the game, I have noticed that after about 150 turns, the turns do not take longer any more (with 20 races), there seems to be even a decrease in time, maybe due to some dying AIs.
Thanks very much indeed, MB.
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March 20th, 2002, 04:11 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: AI longtime simulation feature
What you could do, is run a DOS shell command:
dir "filename.gam" > test.txt
Then, open test.txt, and see if anything has changed since you Last opened it. (compare with a backup copy of test.txt, made just before you ran SE4 Last time)
This will be sensitive to file SIZE, and creation TIME.
If anything has changed, then SE4 must be done, so run the next turn!
__________________
Things you want:
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March 20th, 2002, 08:57 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
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Re: AI longtime simulation feature
MB, your Batchproggy makes me feel like a pre-warp population staring at a Borg Cube in the sky.
How ? I should better not ask.
With this we can even do simulations in the background and play a completely different game !
From what I have seen so far, I guess you could easily solve the following, humble request:
Could you implement, that the name of the savegame changes every 10 turns, like "batchtest_001", "batchtest_002" etc. ? This would allow to step into different stages of the simulation game afterwards. 
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March 21st, 2002, 03:31 AM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
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Re: AI longtime simulation feature
quote: Originally posted by PsychoTechFreak:
MB, your Batchproggy makes me feel like a pre-warp population staring at a Borg Cube in the sky.
How ? I should better not ask.
With this we can even do simulations in the background and play a completely different game !
From what I have seen so far, I guess you could easily solve the following, humble request:
Could you implement, that the name of the savegame changes every 10 turns, like "batchtest_001", "batchtest_002" etc. ? This would allow to step into different stages of the simulation game afterwards.
 Was not so hard!
I only used the same functionality that have PBW to run SE4: call SE4 using parameters (this was suggested into the Beta Testers forum).
I'll try to work with you suggestion during the weekend.
Suicide Junkie: I'll try a work around, but I have tested what you suggested before... and had not good results.
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March 22nd, 2002, 07:41 PM
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Second Lieutenant
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Join Date: Oct 2001
Location: California
Posts: 521
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Re: AI longtime simulation feature
Bump
great program for testing AI/ getting a later stage game and hopping in with high *** tech but no planets or low *** tech and no planets or taking charge of a comp (Last place or some low place) and building up, or for scenario starts
__________________
Come join the forces of democracy and fight for independence from Totalitarianism, Dictatorships, Emperors and Empresses, Oligarchys and Fundamentalists at SE4 by Committee
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March 23rd, 2002, 06:58 AM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
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Re: AI longtime simulation feature
Ok, now I have finished the Version 1.1 (and probably the Last!).
I strongly suggest to download the patch:
- No more Delays.
- No more Error Messages (from SE4 when try to run more than oce at the same time).
- Capability create file backups.
UPDATE VERSION 1.1
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March 24th, 2002, 10:20 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
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Re: AI longtime simulation feature
Hi MB,
I am having problems using your program. After I set up everything and want to run the simulation, I get an error "Command contains unrecognized phrase/keyword." When I hit ignore, I get "Command is missing required clause."
Hoping that you can help.
Rollo
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