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March 18th, 2001, 05:08 PM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Re: odd 1.30 observation
If the AI is not paying attention to the maximum maintenance line that would explain a lot of what I have seen.
I my current game the AI has huge fleets but I think it has reached a level where it can't build any more facilities or add new designs because all their minerals are used for maintenance.
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March 18th, 2001, 05:34 PM
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Corporal
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Join Date: Jan 2001
Location: england
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Re: odd 1.30 observation
Daynarr.
So does mephisto's modpack 1.61 address this problem or is it hard coded and therefore inherent in the mod as well?
tic
[This message has been edited by tictoc (edited 18 March 2001).]
[This message has been edited by tictoc (edited 18 March 2001).]
[This message has been edited by tictoc (edited 18 March 2001).]
__________________
ever started at the bottom of life's ladder, climb to the top only to find your leaning against the wrong wall
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March 18th, 2001, 10:48 PM
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Sergeant
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Re: odd 1.30 observation
It's likely a problem with the engine itself. Some of the modpack races have ending queue entries that tell the AI to build multiple attack ships per colony world. In particular in my new game Earth Alliance and the XiChung which both had maybe 15 or so planets but had 50-70 ships each. They were of course running massive losses on their resources. Hopefully they'll fix it so that max maintenance cost flag works again. Not really sure how you else you could ensure a big military buildup without destroying your economy since the sitiuation is very dynamic and varies from game to game.
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March 19th, 2001, 10:39 AM
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Lieutenant General
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Join Date: Dec 2000
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Re: odd 1.30 observation
AI decision to make a mining (or other) colony when he is lacking minerals (or other) resources is hard coded and is a good thing actually. It is still much better for AI to make a colony on a planet with 40% when it has no minerals then building intelligence center or something else.
However, the fact that AI is ignoring that is hurting it VERY much (and is hard coded also). There is nothing we can do at this moment but to report it to MM and hope for quick fix.
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March 19th, 2001, 07:09 PM
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Corporal
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Join Date: Dec 2000
Location: Sherman, TX, USA
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Re: odd 1.30 observation
In the settings file for the AIs, I noticed some blank Tabs at the end of the lines. Sometimes blanks have hidden characters that can case failure when uploading a text file into another program like C++. I deleted them and will see if this is better. Maybe somebody else could try the same.
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March 19th, 2001, 09:26 PM
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Colonel
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Re: odd 1.30 observation
quote: Originally posted by Daynarr:
It is still much better for AI to make a colony on a planet with 40% when it has no minerals then building intelligence center or something else.
If the AI knew how to trade (I know that's a big if at the moment, but it should be possible to get the AI do at least resource trading), it would be more efficient to build the facilities for the highest resource value of this planet and then trade for minerals (or use resource converter in the later game. The use of resource converter by the AI should also not be to hard to program).
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March 20th, 2001, 12:08 AM
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Lieutenant General
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Re: odd 1.30 observation
The problems with AI building lots of ships and collapsing his economy can be partially slowed down by changing 'Minimum Empire Point Storage' value in settings.txt file to something like 500000 so that AI will gather enough resources before getting negative resource income.
It won't solve the problem, though.
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