.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old March 6th, 2003, 04:08 PM
Master Belisarius's Avatar

Master Belisarius Master Belisarius is offline
Colonel
 
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
Master Belisarius is on a distinguished road
Default Re: Proportions AI without AI colony bug :)

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

1046954324.zip
Agree that this is a way to fix the problem.
But you will need 3 entries in the building queue instead 1.
Ok Is not a problem itself, but think would be better that the AI should decide what kind of colonizer need to build, instead be forced to build always the 3 kind of colonizers.
For example: the AI already had colonized all of their available rock planets, had a 2 or 3 available Gas planets, but still can colonize 15 Ice Planets. Why build 5 Rock, 5 Gas and 5 Ice, if would be better to build 15 Ice Colony ships?

Anyway, think is a bug that not always will happen, and only occur depending of the map and the AI situation, and think only in simultaneous mode. Also, was reported to MM (and this time he requested to me savefiles), then, hope will be fixed.
Reply With Quote
  #2  
Old March 6th, 2003, 04:11 PM

Rexxx Rexxx is offline
Corporal
 
Join Date: Jun 2002
Location: Hannover, Germany
Posts: 140
Thanks: 0
Thanked 0 Times in 0 Posts
Rexxx is on a distinguished road
Default Re: Proportions AI without AI colony bug :)

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.

[ March 06, 2003, 14:14: Message edited by: Rexxx ]
__________________
homo homini lupus est
Reply With Quote
  #3  
Old March 6th, 2003, 04:14 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Proportions AI without AI colony bug :)

Yes, it is a palliative rather than true solution but untill MM fixes it, we are stuck with it.

It was a pain in a... to work through all AI states in all construction_vehicles files
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #4  
Old March 6th, 2003, 04:18 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Proportions AI without AI colony bug :)

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.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #5  
Old March 6th, 2003, 04:51 PM

Rexxx Rexxx is offline
Corporal
 
Join Date: Jun 2002
Location: Hannover, Germany
Posts: 140
Thanks: 0
Thanked 0 Times in 0 Posts
Rexxx is on a distinguished road
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.
__________________
homo homini lupus est
Reply With Quote
  #6  
Old March 6th, 2003, 04:58 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Proportions AI without AI colony bug :)

Hmm, yes, you did everything exactly like I would do. I will do more test and check what is going on.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #7  
Old March 6th, 2003, 06:58 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: Proportions AI without AI colony bug :)

Quote:
Originally posted by oleg:
Yes, it is a palliative rather than true solution but untill MM fixes it, we are stuck with it.

It was a pain in a... to work through all AI states in all construction_vehicles files
Oleg,
I don't understand what you are saying, here? Are you saying the Abbidon won't build Colony ships with the way it is currently set below, when a new Researched Colonization type is completed in Proportions 2.53?

It seems the method you suggest may leave the AI with surplus multiple Colonizers, hence straining their maintenance to a greater degree.

Suggested Oleg Piundon:
~
AI State := Not Connected
Num Queue Entries := 14
Entry 1 Type := Colony (Rock)
Entry 1 Planet Per Item := 200
Entry 1 Must Have At Least := 1
Entry 2 Type := Colony (Gas)
Entry 2 Planet Per Item := 180
Entry 2 Must Have At Least := 2
Entry 3 Type := Colony (Ice)
Entry 3 Planet Per Item := 160
Entry 3 Must Have At Least := 3
~
~
Currant Abbidon from Proportions
~
AI State := Not Connected
Num Queue Entries := 23
Entry 11 Type := Colonizer
Entry 11 Planet Per Item := 30
Entry 11 Must Have At Least := 0

[ March 06, 2003, 17:23: Message edited by: JLS ]
__________________
>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
Reply With Quote
  #8  
Old March 6th, 2003, 07:19 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: Proportions AI without AI colony bug :)

Correct me if I am wrong somebody.

The way the suggested settings would be; in the proposed change for Proportion 2.53, will the AI not build any Colony ships, Altogether;
once this condition is meet?

> 4 Colony ships (any type) built, and with less then 16 planets colonized in empire
~
Conditions for Colonizer HALT in production even quicker to obtain if not already reached at the time when AI Switch’s to Not Connected state:
> 3 Colony ships (any type) built, and with less then 16 planets colonized in empire

~~~~~

Suggested Piundon:

AI State := Exploration (all states except: Not Connected)
Entry 5 Type := Colony (Rock)
Entry 5 Planet Per Item := 200
Entry 5 Must Have At Least := 2
Entry 6 Type := Colony (Gas)
Entry 6 Planet Per Item := 180
Entry 6 Must Have At Least := 3
Entry 7 Type := Colony (Ice)
Entry 7 Planet Per Item := 160
Entry 7 Must Have At Least := 4

[ March 06, 2003, 17:57: Message edited by: JLS ]
__________________
&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
Reply With Quote
  #9  
Old March 6th, 2003, 08:35 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Proportions AI without AI colony bug :)

Yes, there is a big chance Abbidon in your setting will not build ANY rock colonizers if it already has enough unused Gas colonizers at that moment. This is why it is called "dead end colonizer bug"

Yes, my AI will keep some extra colonizers. It is not good, but what can I do ?

I made a test in non-connected game. At the moment AI colonized all rock and gas planets in the system but before it discovered ice, it had two idle colonizers - one rock and one gas. I scraped them both - next turn, AI start to build one rock and one gas Rexx, I don't know why id did't work in your test. SE is a strange game should I say !
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #10  
Old March 6th, 2003, 09:49 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: Proportions AI without AI colony bug :)

Quote:
Originally posted by oleg:
Yes, there is a big chance Abbidon in your setting will not build ANY rock colonizers if it already has enough unused Gas colonizers at that moment. This is why it is called "dead end colonizer bug"
I have no unused settings=0 as you can see!
Unless I am misunderstanding you?

I believe the below Abbidon will continue to build Colonizers, Its been tested and ok, Oleg.
~~
If the Build at Least value is greater than 0 , we check if the Planet Per Item condition is still true. If it is, then we purchase another one, if not, we move to the next queue item. If we do purchase another one, we continue in this loop until the condition is false , or we have purchased the number in Build At Least.
~~
I believe with your suggested setting a (Must Have At Least) condition may halt colonizer production if AI has 3 not needed colonizers in surplus and less then 16 planets. Hence not building a new Colonizer design type.

Abbidon currant settings:
AI State := Not Connected
Num Queue Entries := 23
Entry 11 Type := Colonizer
Entry 11 Planet Per Item := 30
Entry 11 Must Have At Least := 0

[ March 06, 2003, 20:32: Message edited by: JLS ]
__________________
&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:12 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.