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July 16th, 2002, 01:13 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Cowabunga!
Well, this is another behavior I've never seen. Hmm... what could make the AI send repair ships and medical bay ships for one person's game but not another? Aren't those options hard coded?
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July 16th, 2002, 03:24 AM
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Lieutenant Colonel
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Join Date: Mar 2001
Location: Emeryville, CA
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Re: Cowabunga!
Quote:
Originally posted by Q:
I cannot exclude that this happened by chance, but I saw the AI move population transports that had medical bays straight to his colonies I infected shortly before with plague bombs.
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Could be that the AI was attempting to drop population on the planet...
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July 16th, 2002, 11:32 AM
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Colonel
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Re: Cowabunga!
I prefer tests to speculations:
I infected a homeworld (full population of 4000M)with level I plague. The attacked empire had a population transport with a medical bay in the same system on an other homeworld with 4000M population. On the next turn the AI moved the empty population transport to the infected homeworld, cured the plague, but did not load or unload anything.
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July 16th, 2002, 12:33 PM
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Brigadier General
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Join Date: Jul 2001
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Re: Cowabunga!
Yes, I back this up. I repeated the test. Good find, Q.
If you look at the ships orders it even reads "Move to blablabla. Render Medical Aid".
Rollo
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July 16th, 2002, 12:45 PM
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Lieutenant Colonel
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Re: Cowabunga!
The next test is to see if the AI will bring a medical bay in from another system to cure the planet.
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July 16th, 2002, 05:10 PM
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Major
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Location: Northern Virginia, USA
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Re: Cowabunga!
Quote:
Originally posted by dumbluck:
The next test is to see if the AI will bring a medical bay in from another system to cure the planet.
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And then see how bad it would be to add an escort-sized medical bay ship to the AI files, and set the "Must Have" number to something appropriate.
We could also add a special medical bay hull, maybe smaller than an escort, with movement bonuses & stiff combat penalties; that could reduce maintenance costs for the AI without opening up too many abuses for humans.
Of course, the AI still has to research medical bays...
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July 16th, 2002, 05:32 PM
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Colonel
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Re: Cowabunga!
Quote:
Originally posted by Baron Munchausen:
If they cost more than 100000, for example, level 1 counter-intel can't stop them.
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Yes this is something I believed too, but it is wrong!
I attacked with a communication mimic, which in my mod costs 200000 intel points. The defender had only counter intel projects level I, but 12 projects with each around 30000 points accumulated.
The attacking project was defeated and the Last five counter intel projects of the defender were empty. So the computer adds the points of all counter intel projects together to calculate if an attack can be defeated.
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