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  #1  
Old December 17th, 2000, 06:23 PM

gbraley gbraley is offline
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Default 1 Bug, 1 Comment, 2 Suggestions, 1 Complaint

First, the bug: I'm pretty sure that the costs/time to completion for Counter Intelligence projects is being miscalculated. I usually do 6 or 12 CI projects with points divided evenly, because I don't want to bother with intel most of the time, and the minister isn't very good (see my first suggestion). If I have, for example, 120000 intel points and set up 6 CI3 projects (I think they are 500k each), they should take 500k*120k/6 turns, or 100 turns/10 years. I usually finish all of them in ~1 year, and that just ain't right!

Suggestion 1: Separate CI from Intel. Make CI a set portion/number of points and no projects involved. Leave the intel projects. The problem is that, when I finish all CI projects, there is a window in which all enemy intel projects succeed. Or, if I want to actually do intel projects of my own, I leave myself open to attack.

Comment: I get a much, much better game out of the AI when I quickstart than when I create a race and start a game. I haven't tried yet, but I think adding the pre-generated races to a non-quickstart game may be good too?

Complaint: This is a common problem with most 4x games - the tiny little empires irrationally declaring war on the big player empire. My suggestion would be this: the AI should check, before declaring war, if the computer empire would surrender if asked. If it would, it shouldn't declare war. Does that make sense? When a computer player declares war on me, I immediately demand that it surrender. Many of the small ones do so, quite rightly. However, they should never have declared war in the first place. Instead they should seek alliance with me, or maintain it if it already exists.

Suggestion 2: I often want/need to know about system wide resources (computers, shrines, urban pacification centers, etc), not only those that already exist, but those in the build queues. I'm not sure of the best way to handle it, but maybe a table set up like the planets screen, with all of my known system wide facilities as radio buttons and all systems down the side. When I select a button (i.e. Urban Pacification Center), the planet, level (Urban Pacification Center II) and status (complete, building (xx turns), in queue, upgrade in queue) and so forth would be shown for each system. So for system AXF, I might see AXF IV Urban Pacification Center II building (3 turns).

Those are my comments and so forth...


Scott
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  #2  
Old December 17th, 2000, 08:07 PM
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Taqwus Taqwus is offline
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Default Re: 1 Bug, 1 Comment, 2 Suggestions, 1 Complaint

Regarding CI:

Not sure. But in my most recent game, my usual intel settings towards the end (255-system, ~230 turn game for reference) were

- Intelligence sabotage, 1 per known enemy
- A roughly 50/50 split between economic disruption and industrial sabotage
- 1 counter-intel III

with 'repeat' on, and 'divide evenly' off. The intel sabotage took care of defense, destroying one enemy intel project per turn.

I would like to see counter-intel separate, 'tho, because if I'm doing something pricey like PPP, I might want to allocate more points to PPP than counter-intel.

- Re: quickstarting -- are you customizing your race to your playing style? Maybe that makes a better fit?

- Re: tiny empires. Maybe it's a byproduct of the MegaEvilEmpire. But in such a case, they should consider surrendering to one of their allies against you.

- Re: system facilities in queue. Agreed. It's a bit of a pain checking to make sure that I don't have multiple such facilities in separate queues in the same system. Also, a 'find facility' command, both system-level and galaxy-level would be nice. Right now, in a large galaxy you'd better write down the location of your resource converter(s), because finding them manually takes too long.

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Old December 17th, 2000, 08:20 PM

Ungor Ungor is offline
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Default Re: 1 Bug, 1 Comment, 2 Suggestions, 1 Complaint

quote:
Originally posted by gbraley:
If I have, for example, 120000 intel points and set up 6 CI3 projects (I think they are 500k each), they should take 500k*120k/6 turns, or 100 turns/10 years. I usually finish all of them in ~1 year, and that just ain't right!



By my math it should take 500k * 6 / 120k = 25 turns. (Cost per project) * (Number of projects) / (Intel points per turn). Still longer than you're seeing, but a lot closer.

quote:

Suggestion 1: Separate CI from Intel. Make CI a set portion/number of points and no projects involved. Leave the intel projects. The problem is that, when I finish all CI projects, there is a window in which all enemy intel projects succeed. Or, if I want to actually do intel projects of my own, I leave myself open to attack.



If you don't select "Divide Pts Evenly" one project will follow on after another. As near as I can tell this should give you constant coverage. You can also slip an active intel project in there if you can complete it in one turn, which shouldn't be a problem with 120k intel points.
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Old December 17th, 2000, 09:10 PM

gbraley gbraley is offline
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Default Re: 1 Bug, 1 Comment, 2 Suggestions, 1 Complaint

_____
By my math it should take 500k * 6 / 120k = 25 turns. (Cost per project) * (Number of projects) / (Intel points per turn). Still longer than you're seeing, but a lot closer.
_____

Right, hard to believe I'm an engineer sometimes! You are correct. I am still seeing them much faster than I should...

_____
- Re: quickstarting -- are you customizing your race to your playing style? Maybe that makes a better fit?
_____

Haven't explored the various combinations yet. When I play a custom race and let the computer generate races, the AI is very passive and the game is a breeze. When I quickstart with one of the existing races, the AI puts up a decent fight. Not a great one, but I was actually #2 in the scores for a long time I haven't tried yet a custom race with computer-controlled preexisting races to see how they do.

Scott

PS How do you generate quotes in these silly html webBoards?
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Old December 17th, 2000, 10:19 PM

Freyland Freyland is offline
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Default Re: 1 Bug, 1 Comment, 2 Suggestions, 1 Complaint

Hello Scott

To generate a quote, use one of the icons at the bottom of the message you wish to quote. It will generate a "reply window" with the poster's information in quotes, and you may edit as need be. Good luck!

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  #6  
Old December 17th, 2000, 11:21 PM

Tomgs Tomgs is offline
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Default Re: 1 Bug, 1 Comment, 2 Suggestions, 1 Complaint

I have noticed the "bug" with counter intell also. I do not split the points evenly very often but usually I repeat them. Many times I will have many turns to go on my counter intell as I end a turn but on the next turn it will be 1 turn to completion with 0 point required to complete it. The reason for this I believe is that when you have spent enough points on that counter intell project to disrupt one enemy operation then that completes it and another needs to be started. This means even though it says that many turns are left if you have disrupted the random operation it was countering that project is finished. I am not certain this is what is happening but I know every time one of the projects gets completed early I get a message stating that I had disrupted intell from a certain race.



[This message has been edited by Tomgs (edited 17 December 2000).]
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