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Re: BIG AI problem in Proportion games with "classical" movement :( :(
No, it did not solve AI problem http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
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It would be nice if you find the highest population mass after which AI becomes stagnant. Really helpfull ! |
Re: BIG AI problem in Proportion games with "classical" movement :( :(
All right, this is what I have observed unfortunately, but probably it helps a bit.
Reproduction Check Frequency := 10000, to investigate the real transport issue without influence of reproduction. WPs not connected, to keep the observation area small. Krill population transporter can carry 211 Krill colonizer can carry 202 All planets of the isolated system are colonized. I do NOT see the "cannot load cargo" message anymore, but the transporters do not leave homeplanet anymore if the colony levels reach 500 obviously: 4 Colonies have got 624 M (which is from 1 colonizer + 2 transporters) 1 Colony has got 835M (1 colonizer + 3 transporters) I just can see the loaded transporters remaining at the homeplanet. They are "flashing" (I have set animation to ON) at the beginning of each turn, but they don't move anymore. You are right with the 500M stagnation, oleg. This one is hardcoded, right? |
Re: BIG AI problem in Proportion games with "classical" movement :( :(
Read the SE4 Modding 101 tutorial. It will tell you what all of those settings do.
Each shot on the planet kills 1 pop unit, regardless of what Damage Points To Kill One Population := 200 is set to. Set it to 10000, and every shot on the planet kills 1 pop unit, even if the weapon only does 1 damage. |
Re: BIG AI problem in Proportion games with "classical" movement :( :(
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PvK |
Re: BIG AI problem in Proportion games with "classical" movement :( :(
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
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To change pop growth check I would need 0.1 % steps anyway. If 1 pop unit is multiplied by 200 it just would better reflect the "real" population development (if SE4.exe computes 3 decimal places?), I think. But most likely I will not change pop growth check. |
Re: BIG AI problem in Proportion games with "classical" movement :( :(
Ok, I just ran some tests to confirm and I guess I mis-remembered. I thought I had seen that it was fixed, but I guess not. Yes, it looks like one shot will always kill at least one pop unit - the damage gets rounded up to the pop damage value, once all units are destroyed. Sigh... http://forum.shrapnelgames.com/images/icons/icon9.gif
PvK |
Re: BIG AI problem in Proportion games with "classical" movement :( :(
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Re: BIG AI problem in Proportion games with "classical" movement :( :(
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