
March 9th, 2003, 03:59 AM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Slow down exploration speed in AICampaign/PROPORTIONS
Quote:
Originally posted by PsychoTechFreak:
This looks better, 10 planet start, high bonus, low research costs, after 40 years tech tree is completely researched, resources in treasury is at maximum:
Cryslonite 1st place, 114 planets, 18 systems, good planet development, seen a planet with 3 arcologies, some monoliths, complexes. But a few weird things also: military installations and refining colonies build a lot of space port+resupply depots (e.g. 11 of them + a few distribution centers). Net min resources per turn: approx. 4 million, impossible to use up.
Krill 3rd place, 36 planets, 6 systems, planets with multiple distribution centers and SP+RD also, but they seem to avoid building cities, I do not see even one minor city.
Piundon Last place, 1 system, 1 WP has been opened to an asteroid belt. Planet development looks normal, 1 distribution center, 1 SP+RD, a megalopolis or metropolis, rest research complexes or similar.
UkraTal 2nd place, 9 systems, 48 planets. One or two planets with multiple depots, SP+RDs.
Now it's about to find a compromise where the AI does not run out of resources. For me it looks like the AI seems to stop almost everything when it is lacking resources, could it be true?
JLS' AICampaign looks interesting for another attempt of no-WP-connected. If the AIs even do their job under finite resources...
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This is weird !!! They all use basically the same AI_planet_selection file. It just does not look right There should not be much difference in colony development by those races !! The multiple spaceports/distribution centers - are they on the same planet or on different planets in the same system ? If the later - it is the unavoidable Proportions problem. Here is why: When you specify colony type it will be used either in home system or in a new one. Thus, you must somehow include "space port" ability in every planet building queu (you don't know what type will be selected in the first planet in a new system ! Now, the catch is that Cultural ceneter has the "space port" ability. If you list "space port" in, for example "mining colony", AI will try to build Cultural center on every such planet Hence, space ports have bogus ability for AI sake. Unfortunately, when AI utilize this ability, it overlooks preexisting structures in Homeworld. It does result in complete mess if AI colonise faster then it builds new spaceports. I don't know how to solve it.
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Why don't you use "not warp points connected" , large galaxy and cluster type for your game ? It should produce nice small unconnected clusters - ideal for development before serious action ! Ai should behave better too I think
[ March 09, 2003, 02:04: Message edited by: oleg ]
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