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Old March 6th, 2003, 04:51 PM

Rexxx Rexxx is offline
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Default Re: Proportions AI without AI colony bug :)

Quote:
Originally posted by oleg:
quote:
Originally posted by Rexxx:
quote:
Originally posted by oleg:
OI think I fixed "ai colony ship bug" by replacing "colonizer" with explicit design names. In my testss, AI build all 3 types of colony ships and colonize everything
That's interesting. In all of my test games (v 1.78 though) the AI only built the Last entry of the avaiable colonizers, completely disregarding the first ones.
Ahhh, that must be a famous accumulative nature of ship type numbers
If you want to build 1 colony-rock and 1 colony-gas, you must use "must have :=1" for first entry and "must have :=2" for second ship, not "must have :=1" as one might expect. Take a look on my files to see how it works.

What I used was:
Entry 3 Type := Seeder (Gas)
Entry 3 Planet Per Item := 300
Entry 3 Must Have At Least := 5
Entry 4 Type := Seeder (Rock)
Entry 4 Planet Per Item := 300
Entry 4 Must Have At Least := 9
Entry 5 Type := Seeder (Ice)
Entry 5 Planet Per Item := 300
Entry 5 Must Have At Least := 12

What I experienced was:
Until the first rock colonizer was designed the AI built 5 gas colonizers just as I called for.
From that moment on the AI began to build rock colonizers, only rock colonizers. It followed the call for 9 ships. After the first ice colonizer design was available it began to build only ice colonizers, again following the new call for 12 ships.

If you are interested you can find these (and some more) test results and my conclusions here:
http://www.shrapnelgames.com/cgi-bin...;f=23;t=007653

Anyway, I will run another test. Maybe something changed from 1.78 to 1.84. I would be very glad to be proven wrong, that the calling for names thing works fine now.
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