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March 18th, 2003, 05:56 PM
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Corporal
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Join Date: Jun 2002
Location: Hannover, Germany
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Re: AI DEATH MATCH 2
Quote:
Originally posted by Master Belisarius:
Then, the Khrel killed the Colonials slowly, planet after planet...
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That is the perfect description how I would like to have the Khrel. A kind of creeping doom, slowly but unstoppable.
Unfortunately it does not work this way and never will against the better AIs. The Khrel learned about the punishment for having a too low expansion rate in their game against the UF, annihilation.
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homo homini lupus est
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March 18th, 2003, 07:01 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: AI DEATH MATCH 2
Quote:
Originally posted by Rexxx:
That is the perfect description how I would like to have the Khrel. A kind of creeping doom, slowly but unstoppable.
Unfortunately it does not work this way and never will against the better AIs. The Khrel learned about the punishment for having a too low expansion rate in their game against the UF, annihilation.
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I'm not sure if this is a good idea:
Entry 3 Type := Colonizer
Entry 3 Planet Per Item := 300
Entry 3 Must Have At Least := 5
In my view 300 is a so high number. It mean that during a long time, the Khrel will have only 5 colony ships.
It would be ok for some game settings, but in the average game, IMHO it will not help the Khrel: think they will colonize slowly.
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March 18th, 2003, 08:43 PM
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Corporal
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Join Date: Jun 2002
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Re: AI DEATH MATCH 2
Quote:
Originally posted by Master Belisarius:
IMHO it will not help the Khrel: think they will colonize slowly.
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Yeah, that's exactly what I meant. Definitely too slowly. It was a nicely "creeping doom" against the Colonials but against better AIs it means "being doomed". The next rounds will show that clearly.
That's why I like your contests so much. They open my eyes for further improvements or show me the flaws (all of my AIs have this colonizer entry).
Some more work to do but work I'm looking forward to.
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homo homini lupus est
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March 19th, 2003, 12:31 AM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
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Re: AI DEATH MATCH 2
Quote:
Originally posted by Rexxx:
They open my eyes for further improvements or show me the flaws (all of my AIs have this colonizer entry).
Some more work to do but work I'm looking forward to.
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Some of the resons that moved me to do this contest, were what you wrote above!
[ March 18, 2003, 23:04: Message edited by: Master Belisarius ]
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March 19th, 2003, 12:59 AM
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Colonel
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Join Date: Jul 2000
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Re: AI DEATH MATCH 2
Namovans vs Pyrochette.
A game between 2 Temporal races and for the first place.
The Pyrochette got a deserverd victory before the turn 289.
Here the link: Namovans_vs_Pyrochette_B2.zip
Rage vs Drakol.
Honestly, I expected to see the Rage win. But because they started in the upper side, expected that the Drakol would have the opportunity to offer a decent challenge.
I was right only in part: the Rage won but the Drakol doesn't existed for them. The Rage crushed the Drakol before the turn 150 (I can bet that it happened at the turn 141 or 142).
Here the link: Rage_vs_Drakol_B2.zip
Then, the standings for the group B2 are:
Pyrochette 3 points
Namovans 2 points
Rage 1 point
Drakol 0 point
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March 19th, 2003, 06:17 AM
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Colonel
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Re: AI DEATH MATCH 2
Azorani vs EEE
The EEE had not problems to defeat the Azorani, before the turn 220. Thanks God, the Azorani decided to surrender before lose all of their planets.
Here the link: Azorani_vs_EEE_B3.zip
Fazrah vs Earth Alliance
The Fazrah played without problems starting in the Up side, and always had the initiative against the EA. Early on the game, was pretty obvious who will reach the victory...
The Fazrah won at the turn 240
Here the link: Fazrah_vs_EA_B3.zip
The standings in the Group B3 are:
Fazrah 3 points.
EEE 2 points.
Earth Alliance 1 point.
Praetorians 0 point.
Then, the Fazrah, EEE and EA go to the next round...
[ March 19, 2003, 14:10: Message edited by: Master Belisarius ]
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March 19th, 2003, 01:36 PM
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Corporal
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Re: AI DEATH MATCH 2
Hi MB
Did some testing with the Gron regarding the design switching we discussed some days ago. It has confirmed my guess that the design switching does not happen, when all of their kamikaze attack ships come with:
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Majority Weapon Family Pick 1 := 34
Majority Weapon Family Pick 2 := 2
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However, this approach means that immediately after the TKP I is discovered the AI will use it, rendering the designs weaker in comparison to the CSM V they also could have.
So, your idea of having two DN designs with different weaponry is much better. No design switching and the smaller ships still can use the best available weapon (or the weapon I would like them to use). Using your approach makes it possible that the first TKP-ships which appear are coming with a TKP V and the talisman. Great, just great.
Can you or anyone else confirm that this design switching for ships only occurs several turns after the DN class is discovered? There is no switching before, e.g. between a battleship and a cruiser?
I just want to be sure because regarding units it seems that the design switching happens much earlier and much more frequently. When I equip a small WP with CSMs and my medium WPs with TKPs the AI begins immediately and quite often (every second or third turn) switching back to the small WP, it does not wait until large WPs are researched.
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