
March 11th, 2003, 02:56 AM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
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Re: Slow down exploration speed in AICampaign/PROPORTIONS
JLS and AICampaign answers:
The simulation files that I have sent to your attention have been created from mid-life large, based on 255.
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Did you regenerate for a good map
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Yep. For the next simulation I will use your suggested 12 galaxies with finite resources and regeneration maps until "good". But yet I have to got it to run under XP, I will try a (Master B. suggested) SE4 batch workaround not before late tonight.
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You could not see this in the DOS test,
but I also added: A refining family as well. Refining Community, Refining Society and Refining Center.
To complement the Agrarian Facility group.
With some neat new Images. Check it out
I also was able to add Race Specific Construction. For example: Crystal Construction that allows the Crystals or what ever race to have some individual Culture Centers from the start. As well as much more options opened now for future upgrades.
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I have seen some of the neat additions in a recently started solo game. I am curious what happens if I take more than 1 racial trait, maybe organic + temporal, what kind of cultural center do I get in this case? So far I always use religious/organic which results in agrarian cultures of course.
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We felt that ‘Huge amounts of cargo stocks’ takes away from the challenge of having to Balance an economy...
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I agree, probably I need some more experience with it. It was just a bit annoying to waste a lot of resources in the finite resources games at the beginning. I definetely need a SE5 feature to shutdown facilities .
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Do you feel that it is to long in AIC to build cultural centers?
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No, from the files I have seen that you have made them cheaper. My first thought was about: probably too inexpensive ? But I also need more game play experience with it...
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How many units and what make up was on there home worlds?
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I have not observed units or ships, just facilities - extensively I admit. The only issue I have seen is, a few turns after, or probably at the same turn the minerals reach zero point:
All cultural centers have been scrapped, only three facilities remain: SY, and the other 2 I might be wrong: resupply depot and a port or similar. You will see it from the files.
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I can prepare a test file on the above for you to see for yourself and post. I will have it for you tomorrow… OK?
But this is not necessary all you have to do is check out the vehicle Data file and search the AI balance Techs. With this I can set the AI to Pay no Maintenance on any ship we want, and they will never scrap anything.
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I am going to check out the vehicle Data file. If I get a notion of it, I will do some tweaks for the planned 12-galaxies simulation, or you could reply to my e-mail, whatever comes first.
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This is regards to Finite: There must be a depletion, if there was none, then if captured by a human player with CCs in tact that Human player will have a planet that never depletes. Giving that human a great advantage over another in Multiplayer games.
Note: All specific resource generation is intrinsic and cumulative when Finite off. As it states in the read me file!
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Do not misunderstand, I am thinking about every homeplanet (the humans included) could have infinite resources ! I mean, just to circumvent the problem with AI scrapping cultural centers when HP is depleted, from above. I know this would be a problem if you switch back to a game with infinite resources, you would need two different facility.txt files for both types of games, otherwise the value percentages would go up, that is correct.
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In regards to tweaking this AI. Approximately, how many turns do you think would elapse for a human to achieve enough warp to exit his one system. In one planet, no warp, Finite game? Do you think I should target this AI to achieve warp before or after the human achieves his goals as well as warp?
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Well, I need a better feeling for AIC to provide an assumption of a turn count, give me some time.
If I look at the AI SM component costs, I guess it could be scary to meet the first AI. I think the AI should achieve warp at approx. the same time as the usual human setup, balanced to a let's say 120% research candidate. I mean, if the Eee are set up with 130%, they should warp a bit earlier than a 120% race.
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Also is it possible for a human Player; to deplete his planets of resources prior to receiving warp tech in a one system, no warp, FINITE game.
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That should be avoided somehow. Value improvement plants, micromanaging, I guess this will be difficult to balance out. Or probably: indepletable home planets by value improving cultural centers.
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