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Old October 1st, 2003, 11:16 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Imperator Fyron:
Yes. The traits/facilities do not prevent events from happening, they just shift the targets around. I am not sure if a system protected by a 100% facility can be hit by a random event or not if there are open systems elsewhere with appropriate targets. But, if all systems have the same level of protection (even 100%), it all evens out and gets you back to the starting chance of each system being hit by an event. This does not make your Epic facilities useless, of course.
Quote:
Originally posted by Imperator Fyron:
Those just mean that the code for that was glitchy and was not always taken into account when selecting a target system. Go run some tests. I might do the same. But, I must leave now, so bye.

Just make 2 systems, 2 human players. Mod a free facility (no tech, no resources) that does 100% fate shrine ability, increase chance of events, see what happens.

Oh, and if you want to email MM about this, feel free to.
OK, thanks

Here is some published and recent data in regards to Traits effecting Events; to get your test started with:

Half of what I believe to be true, I based on this, in regards to the modifying of the the Base setting sum.
Please note the Lucky race: Absolutely no event

PTF's Events tests

=============================
Originally posted by PsychoTechFreak :
Quote:
PsychoTechFreak
First Lieutenant
Member # 1289

posted September 10, 2003 18:15
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Don't forget, I only have listed high/catastrophic events. But probably we get this answered.

Setup:
2 Races (no-AI mod), one race is cursed (+100), the other is lucky (-100)
events chance 100
I modified the events.txt to ONE low event (planet value change +1), bad planet start (settings modified to 0).

After 20 years I can stop already:
Cursed race: 181 events
Lucky race: Absolutely no event

So I guess, MM's fix about event chances has been successful. But I will try some other values lower than +/- 100 with Medium severities.

With High/Catastrophic I might change to 10 planet start to see if the assumption about the master planet comes true. Another reason is the no-ai races can not colonize, so there would be no comparison between homeworlds, masterplanet and colonized worlds.

EDIT:
Changed setup to 1 medium event, same as above but with lucky -50, cursed +50 and swapped player slots (to exclude this).

After 20 years:
Cursed race: 181 events
Lucky race: Absolutely no event

This is not a copy/paste error, the event count has been the same.

Now I have got a High events game running, NO events for both races after 10 years, one on one, 1planet start. I think I could switch over to 10 planet start with a very long run soon (500 years or more).

NO events after 53 years, process time seems to be more than with low/med events. Probably the program tries to bring up an event, but is not allowed to do so?

BTW, Fyron is correct with 100% chance and one event per turn:
There are no events from 2400.0 through 2401.9. If you count the turns/events from 2402.0 through 2420.0 what is it? 181 events, correct.

[ September 10, 2003, 19:46: Message edited by: PsychoTechFreak ]
Quote:

PsychoTechFreak
First Lieutenant
Member # 1289

posted September 10, 2003 20:13
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Interim test for medium events:
Cursed is set to 0 event chance modifier (racial trait)
Lucky is -10

2407.0 Cursed race has got 51 events (one each turn from 2402.0 through 2407.0.

Lucky race is still on zero events. I think about a 3rd race with another event chance modifier for the next test run.
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[ October 01, 2003, 22:39: Message edited by: JLS ]
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