.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   AI DEAD MATCH CONTEST! (http://forum.shrapnelgames.com/showthread.php?t=7796)

Master Belisarius December 2nd, 2002 02:08 AM

Re: AI DEAD MATCH CONTEST!
 
Namovans vs Jraenar.
Like in other games, the Namovans had a slow start, but finished using sun destroyers and planet destroyers against the Jraenar... The Jraenar surrender after the turn 455.
Here the link: Namovans_vs_Jraenar_S3.zip

Now, I'm starting a decisive game between the Toron and EEE. The winner will be in the next round.

[ December 02, 2002, 00:09: Message edited by: Master Belisarius ]

Master Belisarius December 2nd, 2002 02:14 AM

Re: AI DEAD MATCH CONTEST!
 
Toron vs EEE.
Turn 50.
Bad news: both races signed a military alliance. Then, probably we will have a new boring game...
Turn 308.
The military alliance is still there... and the Toron is winning by points.
WEIRD!!!!!!! but the EEE had lot of available planets to colonize into their own systems, but are not colonizing the Rock/Ice planets!!
Turn 398.
Finally the EEE has decided to colonize the rock/ice planets, and now are in the first place.
Turn 500.
The EEE won and go to the next round!
Here the link:
Toron_vs_EEE_S1.zip

I'm starting Vikings vs Pyrochette (and will let run the game during the night).
Although the Vikings can't go to the next round, if they are the winners, I will need an extra game to determine the first place in the group.

[ December 02, 2002, 03:24: Message edited by: Master Belisarius ]

Master Belisarius December 2nd, 2002 04:30 PM

Re: AI DEAD MATCH CONTEST!
 
Vikings vs Pyrochette.
The Vikings saved their pride, and crushed the Pyrochette before the turn 190.
Then, will need an extra game to see the first place of this group.
Think this was the more hard of the 3 Groups.

Here the link: Vikings_vs_Pyrochette_S1.zip

[ December 02, 2002, 23:05: Message edited by: Master Belisarius ]

Rexxx December 2nd, 2002 08:05 PM

Re: AI DEAD MATCH CONTEST!
 
Quote:

Originally posted by Master Belisarius:
WEIRD!!!!!!! but the EEE had lot of available planets to colonize into their own systems, but are not colonizing the Rock/Ice planets!!
Turn 398.
Finally the EEE has decided to colonize the rock/ice planets, and now are in the first place.
<font size="2" face="Verdana, Helvetica, sans-serif">Just checked the savegames and I think I found the explanation:
Around turn 55 the EEE discovered rock planet colonization. They didn't start building rock colonizers because - at this point - they already had the maximum number of colonizing ships the contruction file called for (5). They couldn't use their available ships because all colonizable gas giants were in "friendly" systems and having only a military alliance made it impossible to use them.
Till turn 263 - when they finished their Create Planet ship - nothing happened, no new colonies, just an endless stream of retrofit activities. At some point even the orders from the construction unit file run out. No more construction at all for years and years and...
It took them until turn 325 to create the first Gas Giant, before that they created 12 rock and 9 ice planets (!!!).
At Last they could use one of their colonizers, their empire awoke. At turn 400 they had 88 colonies (from turn 55 to 325 there were no less than 29).
I think the Toron basically had the same problem. They developed Ice Planet colonization around turn 50 but had - at this point - one open colonizer slot and could expand further but very very slow. (At least that's what I'm guessing)

That's why I fear peaceful opponents, the AI respects friendly borders which could be annoying, actually it can kill expansion at all.

If someone has an idea how such a "dead end" can be avoided, please let me know. Researching Stellar Manipulations earlier would reduce the problem but not solve it. The ability of calling for different types of colonizers would be a solution, but that is impossible so far.

Did somebody find a pattern behind creating planets activities? A 12-9-0 result is terrible, at least for Gas Giant races. I asked this question already in http://www.shrapnelgames.com/cgi-bin...;f=23;t=007536 but make assurance double sure... http://forum.shrapnelgames.com/images/icons/icon7.gif
Have to admit that I never tested any kind of stellar manipulation techs so far.

This contest is just great: it leads to questions I never would have thought of.

Very interesting results. The Toron and the EEE defeated the Vikings, were defeated by the Pyrochette who lost their game against the Vikings.

oleg December 2nd, 2002 08:24 PM

Re: AI DEAD MATCH CONTEST!
 
Quote:

Originally posted by Rexxx:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Master Belisarius:
WEIRD!!!!!!! but the EEE had lot of available planets to colonize into their own systems, but are not colonizing the Rock/Ice planets!!
Turn 398.
Finally the EEE has decided to colonize the rock/ice planets, and now are in the first place.

<font size="2" face="Verdana, Helvetica, sans-serif">Just checked the savegames and I think I found the explanation:
-----
The ability of calling for different types of colonizers would be a solution, but that is impossible so far.
------
.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Why ? Just make colony ship designs with different names for Rock/Ice/Gas and use these names in construction_vehicles file instead of generic "colony ship". Also, be sure to add up "must have" numbers for different colony ships.

Rexxx December 2nd, 2002 09:53 PM

Re: AI DEAD MATCH CONTEST!
 
Quote:

Originally posted by oleg:
Why ? Just make colony ship designs with different names for Rock/Ice/Gas and use these names in construction_vehicles file instead of generic "colony ship". Also, be sure to add up "must have" numbers for different colony ships.
<font size="2" face="Verdana, Helvetica, sans-serif">I think, I just tried that in the beginning of my EEE modding. Used different names for the colonizers but failed.
Maybe I did something wrong will try it again.

Rexxx December 2nd, 2002 10:15 PM

Re: AI DEAD MATCH CONTEST!
 
It worked. Great. Thanks, Oleg.
Found my first (and only) attempt to do so and found the flaw in it: I didn't adapt the must have numbers accordingly.
Obviously, that penny dropped much later. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok December 2nd, 2002 11:20 PM

Re: AI DEAD MATCH CONTEST!
 
Can we see the standings for the second round?

Master Belisarius December 3rd, 2002 12:52 AM

Re: AI DEAD MATCH CONTEST!
 
Quote:

Originally posted by Rexxx:
It worked. Great. Thanks, Oleg.
Found my first (and only) attempt to do so and found the flaw in it: I didn't adapt the must have numbers accordingly.
Obviously, that penny dropped much later. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Hey, can you send me a copy???? I wanted to do somethink like that, but like you in the past, had not success.

Master Belisarius December 3rd, 2002 01:23 AM

Re: AI DEAD MATCH CONTEST!
 
Quote:

Originally posted by Captain Kwok:
Can we see the standings for the second round?
<font size="2" face="Verdana, Helvetica, sans-serif">For now the AIs in the next round are (could be):

- EEE-Pyrochette (need to play an extra game to see who is first and who second).

- Aquilaeian-(Klingons or United Flora).

- EA-(Namovans or Narn).

[ December 03, 2002, 01:43: Message edited by: Master Belisarius ]


All times are GMT -4. The time now is 03:56 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.