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-   -   AI DEATH MATCH 2 (http://forum.shrapnelgames.com/showthread.php?t=8617)

Master Belisarius March 1st, 2003 03:31 PM

Re: AI DEATH MATCH 2
 
Narn vs Praetorian.

What a weird game!! http://forum.shrapnelgames.com/images/icons/shock.gif

Turn 60.
The game looks balanced. Both races control their nearest systems.

Turn 200-210.
The Praetorians are winning. Control most of the galaxy, and the Narn only control 4 systems.

Turn 290.
The Praetorians are DEAD and the Narn won!!!

Every time the Narn can have a decent fleet of DN attack ships (with the Talisman, of course), the other AI races can't stop them...

Here the link: Narn_vs_Praetorians_A1.zip

Master Belisarius March 1st, 2003 06:39 PM

Re: AI DEATH MATCH 2
 
Cylon vs Fazrah.

A very fast game... the Fazrah killed the Cylon before the turn 140.

Here the link: Cylon_vs_Fazrah_A1.zip

Now the game between the Cylon and the Praetorians will decide who will continue to the next round.

Master Belisarius March 2nd, 2003 05:38 AM

Re: AI DEATH MATCH 2
 
Orks vs Pyrochette.

The Pyrochette won at the turn 250.
Thanks God the Orks surrendered their Last planets, because was a nightmare wait for every turn...
Don't know, maybe was that the Pyrochette managed many Drones, but for 250 turn they needed 5 hours.

Here the Link: Orks_vs_Pyrochette_A2.zip

Master Belisarius March 2nd, 2003 04:39 PM

Re: AI DEATH MATCH 2
 
Romulan vs Piundon.

The Piundon had a very slow start, and during a good part of the game, they were trying to protect their external systems (and in fact played most the time without Rove).
But when the Piundon got the Dreadnoughts and was able to colonize all the kind of planets, they started to change the game.

The Piundon won at the turn 440.

Link: Romulan_vs_Piundon_A2.zip

mlmbd March 2nd, 2003 04:48 PM

Re: AI DEATH MATCH 2
 
Master Belisarius, some 'very' interesting results!

Quote:

I'm happy if can help in some way to improve your AIs (and the AIs of others!).
<font size="2" face="Verdana, Helvetica, sans-serif">OK! Thanks! http://forum.shrapnelgames.com/images/icons/icon12.gif

Oh, do you mind me posting here??

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

Master Belisarius March 2nd, 2003 06:45 PM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by mlmbd:
Oh, do you mind me posting here??

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon7.gif Of course NOT! http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 02, 2003, 16:46: Message edited by: Master Belisarius ]

Master Belisarius March 2nd, 2003 06:50 PM

Re: AI DEATH MATCH 2
 
Klingon vs EEE.

The EEE won a deserved game against the Klingon.

Link: Klingon_vs_EEE_A3.zip

[ March 02, 2003, 16:51: Message edited by: Master Belisarius ]

Gandalph March 2nd, 2003 09:55 PM

Re: AI DEATH MATCH 2
 
In defense of my races, thse AI's were written for 1.67 and the only change since then was to make them compatible with 1.78. I will now be using these games to visualize and implement the necessary improvements to make them perform better in AI Death Match 3 (if there is one). Thanks for the news MB.

Rexxx March 2nd, 2003 11:09 PM

Re: AI DEATH MATCH 2
 
I find it interesting that - so far - every game ended in war. I never had guessed that the games between the Narn and the Praetorians or the EEE and the Klingons would have ended in this way. I always thought of these races as peaceful.

Regarding this colony bug: Did anyone encounter it before? If yes, was it a turn based or a simultaneous game?

Hi MB
Your batch program is great, just great!

[ March 02, 2003, 21:10: Message edited by: Rexxx ]

Master Belisarius March 2nd, 2003 11:30 PM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Gandalph:
In defense of my races, thse AI's were written for 1.67 and the only change since then was to make them compatible with 1.78. I will now be using these games to visualize and implement the necessary improvements to make them perform better in AI Death Match 3 (if there is one). Thanks for the news MB.
<font size="2" face="Verdana, Helvetica, sans-serif">Sure, don't worry Gandalph!
The idea is that every modder will have elements to compare and improve their races.

If we can find a work-around for the "colony bug", probably I'll run a new contest.

Master Belisarius March 2nd, 2003 11:38 PM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Rexxx:
I find it interesting that - so far - every game ended in war. I never had guessed that the games between the Narn and the Praetorians or the EEE and the Klingons would have ended in this way. I always thought of these races as peaceful.

<font size="2" face="Verdana, Helvetica, sans-serif">Yea... to me was more weird the game between the Narn and Praetorians.

Quote:

Originally posted by Rexxx:

Regarding this colony bug: Did anyone encounter it before? If yes, was it a turn based or a simultaneous game?

<font size="2" face="Verdana, Helvetica, sans-serif">Sometimes... I remember some games with a cluster galaxy, but don't remember if was turn based or simultaneous.
Strange, but as you noted, I confirm that the colony bug depend in what side of the map start the AI.
By the way REXXX, after the Klingon-vs-EEE, I did a EEE-vs-Klingon (just to be sure!), and the EEE still won but needed more time... http://forum.shrapnelgames.com/image...s/rolleyes.gif

Quote:

Originally posted by Rexxx:

Hi MB
Your batch program is great, just great!

<font size="2" face="Verdana, Helvetica, sans-serif">Thanks Rexxx! Thanks you have W98... because Fyron was unable to run it.
By the way, I have lost the source code...

Master Belisarius March 2nd, 2003 11:47 PM

Re: AI DEATH MATCH 2
 
Colonials vs Ekhazan.

The Colonials won at the turn 220.

Link to the game: Colonials_vs_Ekhazan_A3.zip

Master Belisarius March 3rd, 2003 01:36 AM

Re: AI DEATH MATCH 2
 
Sallega vs United Flora

The United Flora killed the Sallega before the turn 160...
Really I'm pissed by the "colony ship" bug... then did a new game (as test) between both races changing the starting possition... and the UF killed the Sallega before the turn 120!!

The link: Sallega_vs_UFlora_A4.zip

Crazy_Dog March 3rd, 2003 03:01 AM

Re: AI DEATH MATCH 2
 
About the "colony ship" bug, that this AI Match show is a important one, as one of the beta testers reported it to MM, and if yes, exist any response ?

Master Belisarius March 3rd, 2003 03:26 AM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Crazy_Dog:
About the "colony ship" bug, that this AI Match show is a important one, as one of the beta testers reported it to MM, and if yes, exist any response ?
<font size="2" face="Verdana, Helvetica, sans-serif">It was reported but no response yet...

Master Belisarius March 3rd, 2003 11:51 PM

Re: AI DEATH MATCH 2
 
Sergetti vs Khrel.

The Khrel won at the turn 280.

Here the link: Sergetti_vs_Khrel.zip

geoschmo March 4th, 2003 12:23 AM

Re: AI DEATH MATCH 2
 
What is the "colony ship bug" you are talking about? What is happening?

Geoschmo

Dralasite March 4th, 2003 12:36 AM

Re: AI DEATH MATCH 2
 
This is from an earlier post from Rexxx that describes the bug...

Quote:

Without the "calling for names in the construction_vehicles-file" thing (v 1.61) working these colonizer dead ends will become an annoying issue again, especially in games between peaceful races.
It will become a question of sheer luck if an AI gets stuck or not (is there an colonizer slot available in the construction file when the next colonizing tech is discovered or not). If not please wait for the first create planet ship to be built and the first planet to be created (hopefully of the right type for your waiting colonizers). In the meantime sit back and watch your frozen empire.
<font size="2" face="Verdana, Helvetica, sans-serif">

Master Belisarius March 4th, 2003 02:31 AM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by geoschmo:
What is the "colony ship bug" you are talking about? What is happening?

Geoschmo

<font size="2" face="Verdana, Helvetica, sans-serif">Although the AI could have available different kind of planets to colonize and the technology to colonize them, only build the same type of colonizer (for example rock), then, never colonize the ICE and GAS availabe planets.
Seems to happen in simultaneous, and depending of the starting possition.

oleg March 4th, 2003 02:43 AM

Re: AI DEATH MATCH 2
 
Darn. http://forum.shrapnelgames.com/images/icons/icon9.gif Probably will have to rework construction_vehicles files for my AI . JUST IN CASE !

Master Belisarius March 4th, 2003 03:44 AM

Re: AI DEATH MATCH 2
 
Two fast games:

Drakol vs Earth Alliance.
The EA won at the turn 180.
Link: Drakol_vs_EA_A5.zip

Corrian vs CueCappa.
The CueCappa won at the turn 180
Link: Corrian_vs_A5.zip

Rexxx March 4th, 2003 03:45 AM

Re: AI DEATH MATCH 2
 
Just to get things straight:
The "colonizer dead ends" are a known - yet unsolved - issue.
The colony bug Master Belisarius described is new and it's a quite nasty one.

Master Belisarius March 5th, 2003 12:57 AM

Re: AI DEATH MATCH 2
 
Two more games.

Toltayan vs Aquilaeian.
The Aquilaeian won at the turn 167.

Link:
Toltayan_vs_Aquilaeian_A6.zip

Gron vs Azorani.
The Gron won at the turn 470.

Link: Gron_vs_Azorani_A6.zip (A big file!)

[ March 04, 2003, 22:58: Message edited by: Master Belisarius ]

Master Belisarius March 5th, 2003 03:08 AM

Re: AI DEATH MATCH 2
 
And two more...

Namovans vs Vikings.
The Vikings defeated the Namovans before the turn 190.

And here the link: Namovans_vs_Vikings_A7.zip

Shadows vs Tessellate.
The Tessellate defeted the Shadows fast, at the turn 166.
Because the Shadows use ships without shields (or low on it) but strong in Organic Armors, had not way to stop the Tessellate's weapons + the Talisman...

The link: Shadows_vs_Tessellate_A7.zip

[ March 05, 2003, 01:10: Message edited by: Master Belisarius ]

Master Belisarius March 5th, 2003 05:21 AM

Re: AI DEATH MATCH 2
 
Rage vs Toron.

It was one of the best games of this contest, IMHO.

The Rage used their heavy arsenal, and destroyed the stars in 3 Toron systems, and created a Black Hole in other 2...
The Rage won at the turn 191.

Here the link: Rage_vs_Toron_A8.zip

oleg March 5th, 2003 12:48 PM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Rexxx:
Just to get things straight:
The "colonizer dead ends" are a known - yet unsolved - issue.
The colony bug Master Belisarius described is new and it's a quite nasty one.

<font size="2" face="Verdana, Helvetica, sans-serif">It MAY be related to one known problem:

For example, you have several "attack ship" designs in "AI_design.txt" file. Now, if you call for "attack ship" in "creation_vehicles.txt" txt file, AI will build only the design it first encounter - the one closeset to the begining of design.txt file.

The same could happen with colonizers. If you have:
Colony Rock
...
Colony Ice
...
Colony Gas
...
in design.txt file, AI will build only Rock colony ships ! I know it should not happen - AI treats colonizers differently than other ships, but it still can happen. "colonizer dead ends" is a very good example ! I suggest to reorganize design.txt file. For example Rock races should have Rock colonizers at the bottom. May be it will help.

Rexxx March 5th, 2003 01:17 PM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Master Belisarius:
Rage vs Toron.
The Rage used their heavy arsenal, and destroyed the stars in 3 Toron systems, and created a Black Hole in other 2...
<font size="2" face="Verdana, Helvetica, sans-serif">That's interesting. In v.1.78 (turn based games) I never get the Inverted Quantum Beam to work. The destroy star ships always did what they were designed for but never the create black hole ships. Have to try it again.

Master Belisarius March 5th, 2003 03:19 PM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by oleg:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Rexxx:
Just to get things straight:
The "colonizer dead ends" are a known - yet unsolved - issue.
The colony bug Master Belisarius described is new and it's a quite nasty one.

<font size="2" face="Verdana, Helvetica, sans-serif">It MAY be related to one known problem:

For example, you have several "attack ship" designs in "AI_design.txt" file. Now, if you call for "attack ship" in "creation_vehicles.txt" txt file, AI will build only the design it first encounter - the one closeset to the begining of design.txt file.

The same could happen with colonizers. If you have:
Colony Rock
...
Colony Ice
...
Colony Gas
...
in design.txt file, AI will build only Rock colony ships ! I know it should not happen - AI treats colonizers differently than other ships, but it still can happen. "colonizer dead ends" is a very good example ! I suggest to reorganize design.txt file. For example Rock races should have Rock colonizers at the bottom. May be it will help.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I don't think this is the reason. For example check the Aquilaeian vs Gron game (long file to download!). For more than 100 turns, the Aquilaeian built only ICE colonies... and the ICE colonies were in middle between Rock and Gas designes...

Master Belisarius March 5th, 2003 03:47 PM

Re: AI DEATH MATCH 2
 
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:
Gron vs Azorani.
The Gron won at the turn 470.

<font size="2" face="Verdana, Helvetica, sans-serif">Well, after checking the Gron savegames I have to say again how helpful for me this contest is.
From time to time (every second or third turn) the Gron think of a LC equipped with CSMs as their best short range attack ship (I guess due to a lousy oversight in the design-file). Not the smartest thing a talisman race can do in mid- and endgame when they can have a DN coming with TKPs and the Talisman.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I saw this problem with most of the modded AI races...

In other of my Posts on this topic, I wrote the work-around that in my view fix this problem (talking about the problem with the Sergetti's ships).
When does exist several ship designes with different sizes, at some point, the AI start to rebuild their ships using small designes (old designes!).
This start to occur (at least in the cases that I knew), after some time the AI reach the DN size. But think in some way is also related to the weapon that currently is using for the DN.
An example, the Tessellate attack ships.
As most the modders, I did different attack ships, depending of the ship size. Here the DN main design.

Name := Attack Ship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Maximum Weapons Range
Size Minimum Tonnage := 801
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 2
Must Have Ability 1 := Weapons Always Hit
Must Have Ability 2 := Quantum Reactor
Minimum Speed := 4
Desired Speed := 6
Majority Weapon Family Pick 1 := 22
Majority Weapon Family Pick 2 := 0
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 30
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 250
Armor Spaces Per One := 10000
Majority Comp Spaces Per One := 200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 200
Secondary Comp Ability := Weapon
Num Misc Abilities := 7
Misc Ability 1 Name := Cloak Level
Misc Ability 1 Spaces Per One := 10000
Misc Ability 2 Name := Combat To Hit Defense Plus
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Point-Defense
Misc Ability 3 Spaces Per One := 250
Misc Ability 4 Name := Self-Destruct
Misc Ability 4 Spaces Per One := 10000
Misc Ability 5 Name := Multiplex Tracking
Misc Ability 5 Spaces Per One := 10000
Misc Ability 6 Name := Extra Movement Generation
Misc Ability 6 Spaces Per One := 10000
Misc Ability 7 Name := Point-Defense
Misc Ability 7 Spaces Per One := 10000

The weapon "30" is the Shard Cannon.
Well, time in time, after start to build these designes, the AI decided to re-create their attack ships... and had not better idea than build an old CR design, that used their Crystalline Armors and Napal Bombs as weapon... Here is:

Name := Attack Ship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Ram
Size Minimum Tonnage := 401
Size Maximum Tonnage := 500
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Shield Generation From Damage
Minimum Speed := 4
Desired Speed := 6
Majority Weapon Family Pick 1 := 0
Majority Weapon Family Pick 2 := 0
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 13
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 250
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 80
Majority Comp Ability := Shield Generation From Damage
Secondary Comp Spaces Per One := 10000
Secondary Comp Ability := Weapon
Num Misc Abilities := 5
Misc Ability 1 Name := Quantum Reactor
Misc Ability 1 Spaces Per One := 10000
Misc Ability 2 Name := Combat To Hit Defense Plus
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Supply Storage
Misc Ability 3 Spaces Per One := 10000
Misc Ability 4 Name := Point-Defense
Misc Ability 4 Spaces Per One := 250
Misc Ability 5 Name := Self-Destruct
Misc Ability 5 Spaces Per One := 10000

Why use this old CR design and at least, don't use the other BC or BB availabe ship designes????

I had an idea: did a paste of the original DN two times, with the idea that maybe the AI could use the second design (that was the same than the first of course!), instead the CR. I was wrong...
Then, remembered that the Pyrochette never had this problem... and remembered that them used 2 kind of DN ships with different weapons.
With this idea, I did a new try: designed a new DN that use the other Crystalline Weapon (can't remember the name... I don't like so much this weapon!!), their weapon family is 31.
This thing fixed the problem!!!!!! The Tessellate started to rotate their ship designes, using the original DN with shard cannon during some time, and time in time, designed the DN with the other weapon as main attack ship.

I had the same problem with the auxiliary ships: Support, Offensive sweepers, troop transport, and even with units. Using the same idea (designes with different weapons for the DN ships), never had again this problem.
IT WORKED TO ME... and think should work to everybody!!!
Hope it will help to create more strong AIs!

Rexxx March 5th, 2003 04:15 PM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Master Belisarius:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">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:
Gron vs Azorani.
The Gron won at the turn 470.

<font size="2" face="Verdana, Helvetica, sans-serif">Well, after checking the Gron savegames I have to say again how helpful for me this contest is.
From time to time (every second or third turn) the Gron think of a LC equipped with CSMs as their best short range attack ship (I guess due to a lousy oversight in the design-file). Not the smartest thing a talisman race can do in mid- and endgame when they can have a DN coming with TKPs and the Talisman.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I saw this problem with most of the modded AI races...

In other of my Posts on this topic, I wrote the work-around that in my view fix this problem (talking about the problem with the Sergetti's ships).
When does exist several ship designes with different sizes, at some point, the AI start to rebuild their ships using small designes (old designes!).
This start to occur (at least in the cases that I knew), after some time the AI reach the DN size. But think in some way is also related to the weapon that currently is using for the DN.
An example, the Tessellate attack ships.
As most the modders, I did different attack ships, depending of the ship size. Here the DN main design.

Name := Attack Ship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Maximum Weapons Range
Size Minimum Tonnage := 801
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 2
Must Have Ability 1 := Weapons Always Hit
Must Have Ability 2 := Quantum Reactor
Minimum Speed := 4
Desired Speed := 6
Majority Weapon Family Pick 1 := 22
Majority Weapon Family Pick 2 := 0
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 30
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 250
Armor Spaces Per One := 10000
Majority Comp Spaces Per One := 200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 200
Secondary Comp Ability := Weapon
Num Misc Abilities := 7
Misc Ability 1 Name := Cloak Level
Misc Ability 1 Spaces Per One := 10000
Misc Ability 2 Name := Combat To Hit Defense Plus
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Point-Defense
Misc Ability 3 Spaces Per One := 250
Misc Ability 4 Name := Self-Destruct
Misc Ability 4 Spaces Per One := 10000
Misc Ability 5 Name := Multiplex Tracking
Misc Ability 5 Spaces Per One := 10000
Misc Ability 6 Name := Extra Movement Generation
Misc Ability 6 Spaces Per One := 10000
Misc Ability 7 Name := Point-Defense
Misc Ability 7 Spaces Per One := 10000

The weapon "30" is the Shard Cannon.
Well, time in time, after start to build these designes, the AI decided to re-create their attack ships... and had not better idea than build an old CR design, that used their Crystalline Armors and Napal Bombs as weapon... Here is:

Name := Attack Ship
Design Type := Attack Ship
Vehicle Type := Ship
Default Strategy := Ram
Size Minimum Tonnage := 401
Size Maximum Tonnage := 500
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Shield Generation From Damage
Minimum Speed := 4
Desired Speed := 6
Majority Weapon Family Pick 1 := 0
Majority Weapon Family Pick 2 := 0
Majority Weapon Family Pick 3 := 0
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 13
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 250
Armor Spaces Per One := 0
Majority Comp Spaces Per One := 80
Majority Comp Ability := Shield Generation From Damage
Secondary Comp Spaces Per One := 10000
Secondary Comp Ability := Weapon
Num Misc Abilities := 5
Misc Ability 1 Name := Quantum Reactor
Misc Ability 1 Spaces Per One := 10000
Misc Ability 2 Name := Combat To Hit Defense Plus
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Supply Storage
Misc Ability 3 Spaces Per One := 10000
Misc Ability 4 Name := Point-Defense
Misc Ability 4 Spaces Per One := 250
Misc Ability 5 Name := Self-Destruct
Misc Ability 5 Spaces Per One := 10000

Why use this old CR design and at least, don't use the other BC or BB availabe ship designes????

I had an idea: did a paste of the original DN two times, with the idea that maybe the AI could use the second design (that was the same than the first of course!), instead the CR. I was wrong...
Then, remembered that the Pyrochette never had this problem... and remembered that them used 2 kind of DN ships with different weapons.
With this idea, I did a new try: designed a new DN that use the other Crystalline Weapon (can't remember the name... I don't like so much this weapon!!), their weapon family is 31.
This thing fixed the problem!!!!!! The Tessellate started to rotate their ship designes, using the original DN with shard cannon during some time, and time in time, designed the DN with the other weapon as main attack ship.

I had the same problem with the auxiliary ships: Support, Offensive sweepers, troop transport, and even with units. Using the same idea (designes with different weapons for the DN ships), never had again this problem.
IT WORKED TO ME... and think should work to everybody!!!
Hope it will help to create more strong AIs!
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Very interesting approach.
My guess was the "design switching" came from using different weapons (smaller Gron ships use CSM, larger TKP). I think I can get rid of it by using a CSM as second Majority weapon pick and TKP as first one (for all ships). One more thing to be checked.
So far I never saw it with ships which used everytime the same weapon. Maybe I just never realized this behaviour. Good to know that you find a workaround. A workaround which is harder to achieve for "normal" races than for "special" races whose weapon research led to several different weapons simultaneously. Anyway, the main thing is that there is a workaround at all and that the Gron are a psychic race. http://forum.shrapnelgames.com/images/icons/icon12.gif

Rexxx March 6th, 2003 02:01 AM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Master Belisarius:
Gron vs Azorani.
The Gron won at the turn 470.
<font size="2" face="Verdana, Helvetica, sans-serif">Well, after checking the Gron savegames I have to say again how helpful for me this contest is.
From time to time (every second or third turn) the Gron think of a LC equipped with CSMs as their best short range attack ship (I guess due to a lousy oversight in the design-file). Not the smartest thing a talisman race can do in mid- and endgame when they can have a DN coming with TKPs and the Talisman.

Master Belisarius March 6th, 2003 02:01 AM

Re: AI DEATH MATCH 2
 
Teslik vs XiChung.
The Testlik won at the turn 450.
Think the XiChung need a major review to make them competitive (5 games in the tournaments 1 & 2 and 5 defeats).

Here the link: Teslik_vs_XiChung_A8.zip

Master Belisarius March 7th, 2003 12:22 AM

Re: AI DEATH MATCH 2
 
Fazrah vs Narn.

Both are great AIs, and was an interesting game for the first place... but something long: more than 9 hours playing.
The Narn won by points after the turn 500.

Then, the Narn won their group and the Fazrah got the second place.

The link: Fazrah_vs_Narn_A1.zip

Master Belisarius March 7th, 2003 01:39 AM

Re: AI DEATH MATCH 2
 
Cylon vs Praetorian.

The Preatorian won after the turn 121.
Was a deserved victory and they got the Last place to the next round.

Here the link: Cylon_vs_Praetorian_A1.zip

The standings on this group were:
Narn 3 points
Fazrah 2 points
Praetorian 1 point
Cylon 0 point

[ March 06, 2003, 23:43: Message edited by: Master Belisarius ]

Master Belisarius March 7th, 2003 04:12 AM

Re: AI DEATH MATCH 2
 
Piundon vs Pyrochette.

The Pyrochette won at the turn 188, and finished with 3 points in the first place.

Link: Piundon_vs_Pyrochette_A2.zip

Now are fighting the Romulans and the Orks... and if the Romulans win, will need to play extra games to determine 2nd and 3rd place on this group.

Dralasite March 7th, 2003 11:26 PM

Re: AI DEATH MATCH 2
 
MB,

Your post about 9 hour games made me curious. What sort of system do you run the games on, if you don't mind me asking.

Master Belisarius March 7th, 2003 11:59 PM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Dralasite:
MB,

Your post about 9 hour games made me curious. What sort of system do you run the games on, if you don't mind me asking.

<font size="2" face="Verdana, Helvetica, sans-serif">I'm using a progam (SE4 Batch) that I did some months ago, that allow you to run test games (in simultaneous mode) without click "end turn".

Think still does exist into the download forum.

Edit: I found the link to the SE4Batch program.

SE4 BATCH

After download and istall it, you should unzip the upgrade into the folder were you installed the program.

UPDATE VERSION 1.1

Also, must say that only can assure that works in Win95/Win98... sorry (and by the way, I have lost the source code!)

[ March 07, 2003, 22:19: Message edited by: Master Belisarius ]

Master Belisarius March 8th, 2003 12:12 AM

Re: AI DEATH MATCH 2
 
Romulan vs Orks.

The Orks won at the turn 280.
Sadly the Romulan had the "Colony bug" problem: during most part the game doesn't colonized their Ice planets.

I did a new game between them (as test), but exchanging the starting places, and the Orks won again... then, my conscience is clean now.

Here the link: Romulan_vs_Orks_A2.zip

Then, the standings in the group A2 were:

Pyrochette 3 points
Orks 2 points
Piundon 1 point
Romulan 0 point.

Then, the Pyrochette, Orks and Piundon are in the second round.

Dralasite March 8th, 2003 12:24 AM

Re: AI DEATH MATCH 2
 
Sorry, I meant what cpu speed & memory you were using, that type on thing. But thanks for the links to the seiv batch as well!

Master Belisarius March 8th, 2003 12:36 AM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Dralasite:
Sorry, I meant what cpu speed & memory you were using, that type on thing. But thanks for the links to the seiv batch as well!
<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon7.gif Sorry http://forum.shrapnelgames.com/images/icons/icon7.gif
Not a high tech system: Pentium III 766Mhz, 256MB RAM and a HD with 20GB.

oleg March 8th, 2003 01:07 AM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Master Belisarius:
Also, must say that only can assure that works in Win95/Win98... sorry (and by the way, I have lost the source code!)[/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">Next time, post all source codes in download forum ! Just to be sure http://forum.shrapnelgames.com/images/icons/icon7.gif

Master Belisarius March 8th, 2003 01:16 AM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by oleg:
</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:
Also, must say that only can assure that works in Win95/Win98... sorry (and by the way, I have lost the source code!)

<font size="2" face="Verdana, Helvetica, sans-serif">Next time, post all source codes in download forum ! Just to be sure http://forum.shrapnelgames.com/images/icons/icon7.gif [/QB]</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/blush.gif Think you're right... My HD crashed some months ago and have lost many things... oh well, my fault

Gandalph March 8th, 2003 01:16 AM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Master Belisarius:
Teslik vs XiChung.
The Testlik won at the turn 450.
Think the XiChung need a major review to make them competitive (5 games in the tournaments 1 & 2 and 5 defeats).

Here the link: Teslik_vs_XiChung_A8.zip

<font size="2" face="Verdana, Helvetica, sans-serif">Yeah, the Tesli'k won one!! http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

Master Belisarius March 8th, 2003 01:20 AM

Re: AI DEATH MATCH 2
 
EEE vs Ekhazan.

The EEE had not problems to defeat the Ekhazan in less than 180 turns. Then, they got the first place in the group 3

Here the link: EEE_vs_Ekhazan_A3.zip

Now I'm starting the game between the Colonials and the Klingon, for the 2nd place.

Master Belisarius March 8th, 2003 01:23 AM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Gandalph:
Yeah, the Tesli'k won one!! http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon7.gif [/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon7.gif
I really think they're the more strong of your races, and did merits to be in the second round.

Master Belisarius March 8th, 2003 02:17 AM

Re: AI DEATH MATCH 2
 
Colonials vs Klingon.

The Klingon won at the turn 147. They expanded fast and very well, and then, got the 2nd place.

Here the link:
Colonials_vs_Klingon_A3.zip

Standings in the group A3.

EEE 3 points
Klingon 2 points
Colonials 1 point
Ekhazan 0 point

Gandalph March 8th, 2003 03:40 AM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Master Belisarius:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Gandalph:
Yeah, the Tesli'k won one!! http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon7.gif
I really think they're the more strong of your races, and did merits to be in the second round.[/QB]</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">However, obviously, all 3 need improvements.

Master Belisarius March 8th, 2003 04:03 AM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Gandalph:
However, obviously, all 3 need improvements.
<font size="2" face="Verdana, Helvetica, sans-serif">Agree. But if you keep working on your AIs, I can bet they will play better and better.

Master Belisarius March 8th, 2003 04:07 AM

Re: AI DEATH MATCH 2
 
Khrel vs UFlora.

Really expected a balanced game but I was wrong.
The United Flora won at the turn 158 and got the first place.

Interesting, but although the Khrel doesn't suffered the "colony bug", anyway were unable to stop the UF fleets.

Here the link: Khrel_vs_UFlora_A4.zip

Now I'm starting a game for the 3rd place: Sergetti vs Sallega

Master Belisarius March 8th, 2003 05:03 PM

Re: AI DEATH MATCH 2
 
Quote:

Originally posted by Rexxx:
Yeah, the UF expanded much faster and always had the initiative. For a "bonus game" the expansion rate of the Khrel is definitely too low and the UF are far too strong that this deficiency can be compensated.
I think the UF will perform much better in this contest than in the Last one. No lack of resources anymore so that they can show their true strength.

<font size="2" face="Verdana, Helvetica, sans-serif">Agree 100% with you...


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